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#coral containment sphere
owlafterhours · 3 months
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[[ B is closest to the traditional worm on a string, but A and C have their merits as well. ]]
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I was working on something else (also, ice worm related,) n' talking to a friend this wormed it's way into my head;
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And then it sparked The Question of Where Would The Eyes Go?
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You put a lot small visual elements and details in that I never seem to notice on my first read, and it always makes rereading exciting. What’s a detail from the comic that nobody ever seemed to notice? I’m sure there are things that nobody has mentioned, especially from the early chapters, that you’d want to talk about
Oh man.........that's a great question.
The thing is, there are a lot of details that people don't pick up, but there are definitely eagle-eyed readers that also do! There are also details which most didn't pick up until someone posted about it, and now everyone knows!
There are also details which are actually... yet to be revealed as relevant! That's a secret tool that'll help us later. :)
But most of it is plot relevant decisions I make which make the story more full, but are not necessarily NECESSARY for full enjoyment.
For example, in the very first comic, when Earl approaches Steven....
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Her eye isn't white! That was a fully deliberate decision. She didn't actually approach Steven because he wanted her to. That was a decision she made on her own!
Most of the white eye shenanigans in Season 1 were deliberate, albeit not very explicit. I suppose that worked out okay, though. Plus, many people DID catch on!
Also, this part in the Kindergarten comic:
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...which people assumed was a power separate from everything, is actually just the first instance of Steven's Command power. The thing is, I hadn't settled into how to portray it at the time, and also - the gem is Corrupted! It doesn't respond to Steven's commands the same way normal gems do. I planned to explore that earlier initially, but in the end, decided to tie it into much later plot.
In Season 1, EP 38, Steven asks Earl to write her name.... and she does! But in gem, not English, because she doesn't know how to write in English.
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She designates herself as White Pearl, putting the dash over the top diamond. It was at the time when she was still anxious about making Steven - White Diamond - angry with her.
And to add to the eye thing - during the Season finale of Season 2, when Steven wondered if Earl only came to see him because he forced her to - the comic where she finds him in the water proves otherwise!
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Immediately when she grabs him and swims up, her eyes aren't white! She's doing it of her own accord.
Also, in Season 3's opening, when Rose is angry at what she THINKS is White Diamond, she almost has a slip of the tongue when talking about the past.
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There's a very pointed reason that panel of Earl is right there next to Rose's cut-off 'My...'
Also, when Rose leaves Steven in the Containment Sphere - the Baby Jail Bubble - she unlocks it to leave, and you can pretty clearly see an interesting detail.
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(which Steven, of course, doesn't notice.)
There's also a bit of a narrative tongue in cheek line-up which is accidental on Steven's part but still rings true:
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(TVTropes editors caught this one! Hey TVTrope editors!)
Also, this very famous Seaglass foreshadowing:
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The first instance of Steven connecting to tech was in the beginning of this season!
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When Steven has a bad dream after fusing with Earl and forming Bleached Coral, there's a hidden detail in this reflective text from Nightmare Rose:
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(It might be easier to read if you mirror-flip it.)
Another fun thing I enjoyed doing before I got busy with other stuff is gem language! Earl writes Steven notes in it to help him learn, and now signs with her English name,
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In the Cluster Experiments comic, if you look at the panels before stuff starts to Happen, you can find a few Experiments hiding in the background. :)
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In Amethyst's room, there is a Japanese stopsign and a d20 in the background.
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In episode 25 of season 4, Steven is playing Moonlight Sonata!
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In episode 33, the ship Steven connects to displays a bisection of the earth which showcases its lumpy core! Or rather, the megastructures that are hidden deep inside the mantle.
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It also showcases a few geothermal coring sites made during the colonization.
And by the way, the drill Pearl built was actually a repurposed ship hull which was used for the Space Race ship in the original show!
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And man there are actually... many more! But I had to skip over them because they are alluding to things which have not yet been explicitly revealed! :D
But even with this, I'm sure there are other ones I'm missing. If you think you have one that should be listed - throw it on a reblog or in the comments!
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dawn-of-worlds · 1 year
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The Light in the Waters
Corobel starts turn 8 with 11 points: 8 (roll) + 3 (nonhoarding) + 2 (left over) - 2 (to Omeara)
The Grand Design grinds on, and time grinds with it. The experiment of the Sun-Divers having been only partially successful, the Sky casts about for another instrument; he finds it in himself. From uncreated light, he creates it: forms dart like sparks, existence billowing from essence.
Velarië’s creations were forged from the light of stars cast upon water, but these spirits are cut from the sun itself, its plasm-essence thrust into the midst of creation. Their souls are unendurable.
These are the False-Lights (or False-Fires), fugitives from the sun in the waters and the air: omens, messengers, servants, and betrayers of the Sky.
Some dive the oceans; the seas hiss boiling complaints, but cannot wholly quench them. The falling stars pierce the freezing depths far deeper than the rays of the sun. Some keep the faith and bear the light in the waters; some, safely out of sight, build their own world-kingdoms, for they who brand themselves onto reality cast life like shadows.
Here are the Aphotics--shapes of men and fish and spider-crabs, joined in a million unique forms for the strange purposes of luminous masters. Here, they breed strains of drone-larvae to serve as bioluminescent lamps; here, they breed tortured leviathans to ruminate the seabed ore into incalculable wealth; here, priests with human faces and a thousand fins interpret the instructions of fallen angels.
Here are the kingdoms of the sea-mounts and cold seeps, the bright-eyed riders of the seagrass steppes, the dwellings carved from continental cliffs illumed by the light of traitor suns.
Here is the light-deeper-than-light, the song ringing from yawning depths where the Music of the Spheres cannot reach, the empires teeming in the billowing gulfs of night. Here, below the tides, in trenches that would swallow nations, lie a million slowly blinking eyes.
Here are prophets in the boiling vents and gardeners in seabeds of fertile corpse-flesh. Here, they keep the shipwrecks and the whale-falls and all which glimmers eternal out of the sight and reach of those who dwell in air.
Here, the stars are armoured in pearl and crowned in coral and cruel as death by drowning. Here, they are encrusted with lies and tube-worms. Here, they wait, scheming.
But the Sky may still command them, erratically, for even the smallest atom of the Sun’s essence contains an indelible Purpose, and the politics and covenants of immortals are luminous and strange, and the Grand Design contains many apparent contradictions which resolve themselves only from a Grand Perspective.
And not all the False-Lights chose the seas; some chose air, dancing around masts and mountain-tops, cooled by the winds, mitigating the True Light by maintaining only a flickering and contingent existence—and these are still quite loyal to the Lord of Vision; and some in the depths were eaten, for there are things in the deep to swallow any natural or unnatural thing; and some bore the light to the underworld; and at least one bathed itself in the River of Salvation; and many chose the endless ice that encloses and dissolves all things.
Create Avatar (-7): The False-Lights emanate from the sun.
Command Avatar to Create Race (-1): The False-Lights who quench themselves in the deep generate the Aphotics.
Command Avatar to Command Race (-1): The Great Flowering Tree and its Oracles exert on the Sun-Divers an influence of development and illumination, spurring an age of urbanization, economic growth, and religious elaboration.
2 points remain.
[So, as well as mortals trying to return to the sun, we have immortals trying to escape it. Anyway, Laneth, you have some potentially life-hating, sun-despising, succor-craving, ice-desiring semi-demiurges to dispose of as you may.]
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Crystals 101
There is a lot of information when it comes to crystals, shapes, lattice patterns, do's, don'ts, pairings, etc. This is the start of lessons on crystals.
Crystal Lattice Patterns
The six crystal lattice patterns include the following:
HEXAGONAL crystals have an interior structure that resembles a 3-D hexagon. Hexagonal crystals help with manifestation.
ISOMETRIC crystals have an interior cubic structure. These crystals can improve situations and amplify energies.
MONOCLINIC crystals have a 3-D parallelogram structure. They are protective crystals. ORTHORHOMBIC crystals have a diamond-shaped crystalline pattern. They cleanse, clear, and remove blockages.
TETRAGONAL crystals have a rectangular interior structure. These crystals are attractors; they make things more attractive and they help you attract things to you.
TRICLINIC crystals have an interior structure with three inclined axes. These crystals ward off unwanted energies or help retain energies you’d like to keep.
Shapes
You can find crystals cut into many different shapes, including spheres and polyhedrons, which have varying properties. Working with stones cut into these shapes will impart the properties of both the crystal and the sacred shape.
DODECAHEDRON The dodecahedron is associated with the element of the Ethers and connects you to intuition and higher realms.
HEXAHEDRON The hexahedron, or cube, represents the element of Earth. It is grounding and stable.
ICOSAHEDRON The icosahedron is linked to the element of Water. It connects you to change and flow.
MERKABA The merkaba is a 3-D star. It contains all five of the above polyhedrons within it and therefore combines all the effects of each. It is also associated with the energy of sacred truth and eternal wisdom.
OCTAHEDRON The octahedron represents the element of Air and promotes compassion, kindness, forgiveness, and love.
SPHERE The sphere has the energy of completeness, wholeness, and oneness.
Common stones that can't get wet include:
amber, turquoise, red coral, fire opal, moonstone, calcite, kyanite, kunzite, angelite, azurite, selenite. A good rule of thumb: Many stones that end in “ite” are not water-friendly.
Here are some of the stones that should be kept for only a short time in the sun with partial shade, if at all, for a quick five-minute charge. Or better yet, charge them under the full moon, even if it’s cloudy.
Amegreen - The color will fade when the sun too long. Made up of amethyst and prasiolite (green amethyst)
Amethyst - A member of the quartz family. Color will fade in the sun since the color comes from the iron in it.
Ametrine - The color will fade when in sun too long. Made up of amethyst and citrine.
Apatite - The color will fade in the sun.
Apophyllite - Can become brittle in the sun and color can fade.
Aquamarine - Direct sunlight will fade the blue to white if kept too long.
Auralite 23 - Primarily composed of amethyst, so it can fade.
Aventurine - A member of the quartz family and can fade in color.
Beryl - Can fade and get brittle in the sun.
Calcite - Can fade and get brittle in the sun.
Celestite - The blue will turn to white in the sun and get brittle and possibly break.
Chrysoprase - A member of the quartz family, it’s a green chalcedony, and it can fade or get brittle and crack.
Citrine - Since it’s a form of quartz, it will fade to a clear color within 4 hours in the sun
Clear Quartz - Can only withstand about 2 hours in the sun. Can get brittle and crack or break.
Fluorite - No more than 15 minutes in the sun. Gets very hot.
Hiddenite - The color will fade.
Kunzite - Will fade to white if kept in the sun too long.
Opal - Will lose its color in the sun. But okay in water.
Prasiolite - This is a green amethyst, and the color will fade.
Rose Quartz - Will fade in color in the sun.
Sapphire - Will lose whatever color sapphire it is.
Spirit Quartz - Will fade in color and clusters could ignite if in the sun too long.
Smoky Quartz - Loses its color to become grey or brown
Super Seven - Will fade in color.
Topaz - The color will fade when kept in the sun for more than 8 hours. A yellow topaz will turn brown and a deeper color topaz will turn maroon.
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delafiseaseses · 1 month
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Y'know, one of my hobbies is makin' "name generators" that'll generate names. Sometimes silly, sometimes cool and sometimes totally mundane.
A basic one of mine I call '1st and 2nds' 100 'first names' an' 100 'second names' with a stipulation of 1/5 names gettin' a hyphen of another 2nd name (yes it can be the same twice, fun that way). A load of things selected by me a while back.
Both lists contain a mix of random words, real life names an' whatever else me past self saw an' decided t' put on the lists.
This names generator creates names like: Earth Island, Lucky Well, One Lettuce, Steel Ark and Lamp Sphere-Shipwreck.
I guess one could also hyphenate 1sts, I wonder what that'll look like, let's do that too: Harmonics-Knight Root. OK, yeah, do that too sometimes.
Want this? Probably not, but I shall provide it. All 100 firsts and 100 seconds am under the 'read more'. Maybe someone'll find it as fun as I do.
OK, 'ere y'am.
1st Names
Adriana Air Alex Bad Bishop Bull Burn Case Cat Cheetah Cola Coral Cosmetic Day Daylight Disastrous Duck Earth Easel East Eight Eric Fido Fire Five Four Front Gills Glass Grand Great Guitar Hands Harmonics Harp Harpreet Hour Inn Invest Juan Kat King Knight Lamp Loner Love Lucia Lucky Lunar M Mat Maze Megan Minute Moonlight Nick Nine No North One Partner Pawn Pop Puffin Queen Ram Rook Second Seven Six Small Soda Soon South Ste Steel String Ten The Three Toro True Truth Try Two Universe Vest Violin Water Way Week West Why Wood X Yeah Year Zack Zero Zoologist
2nd Names
All Ark At Atmosphere Bath Beck Bird Bueno Carlos Cause Chan Codd Continent Culture Cuts Dam Das Dhar District Docklands Eyebrows Eyes Face Flier Flower Frequency Gomez Goner Haddock Hair Hall Hallway Hammer Hamster Hands Hook Horse How Island Jay Johnson Knives Landmass Law Lawyer Leaf Lettuce Look Mass Meadow Moss Nails Neck Owe Pain Pattern Planets Polygon Porter Pratt Puzzler Quizshow Rays Riot Roberts Root Rye Sand Sanders Scone Scorn Seaside Shipwreck Shoe Sides Signal Singer Sky Slide Smith Socks Sow Sphere Star Starter Stem Sun Sunlight Taker Tall Tarpit Teeth Tow Tower Trek Warrior Well Wellington Williams Zone
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amiablette · 10 months
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ੈ✩• 𝖚𝖑𝖙𝖗𝖆𝖛𝖎𝖔𝖑𝖊𝖙 𝖐𝖎𝖘𝖘, 𝖕𝖆𝖗𝖙 𝖙𝖜𝖔 • ੈ✩
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Never confuse your fate with extremely bad luck. ੈ✩• 𝖚𝖑𝖙𝖗𝖆𝖛𝖎𝖔𝖑𝖊𝖙 𝖐𝖎𝖘𝖘, 𝖕𝖆𝖗𝖙 𝖙𝖜𝖔 • ੈ✩
“And I remember when I met him, it was so clear that he was the only one for me. We both knew it, right away. And as the years went on, things got more difficult; we were faced with more challenges. I begged him to stay. Try to remember what we had at the beginning. He was charismatic, magnetic, electric and everybody knew it. When he walked in every woman’s head turned, and everyone stood up to talk to him. He was like this hybrid, this mix of a man who couldn’t contain himself. I always got the sense that he became torn between being a good person and missing out on all the opportunities that life could offer a man as magnificent as him. And in that way, I understood him, and I loved him… I loved him, I loved him, I loved him. And I still love him. I love him…”
ੈ✩• 𝖙𝖍𝖊 𝖋𝖎𝖗𝖘𝖙 𝖊𝖓𝖈𝖔𝖚𝖓𝖙𝖊𝖗 -- 𝟏𝟎/𝟐𝟎/𝟐𝟎𝟏𝟗 • 7:30 PM • ੈ✩
“I can’t believe that you snuck out. Let’s hope your parents don’t find out that you aren’t in your room tonight because I can only imagine what they would do if they found out that their precious angel isn’t in her room.” Hallie’s verdant spheres rolled clockwise before her head shook slightly, hooking her right arm with Syrina’s left arm, and a smile curved against her cherry-stained lips. “Don’t worry, Syrina. Tonight will be fun. Just try to have a good time and you might be surprised at what happens. Who knows you might meet your prince charming tonight. Chin up, hon.” The words that Hallie uttered from her lips caused a coy grin to trace Syrina’s lips as her right leg stepped over the threshold of the club entrance which was quickly followed by her left. “I’m going to go talk to the DJ, go get us some drinks. And by drinks, I mean alcohol.” Before Syrina could utter the next word, Hallie had already disappeared into the crowd, chocolate-colored pools navigating between each person that encompassed her lonesome figure, coral lips cleaving to accompany a disgruntled sigh. Syrina continued to replay the words that her best friend spoke to her, but it didn’t make any of this easy on her. This just wasn’t sitting right with her, none of it was. What had gotten into her? Was she so desperate for love that she would do this? What if her parents did find out? What would happen then? They would lose it. Not only did they not know where their youngest child was, they had already told her that she couldn’t go out tonight. But she did anyway. This was a mistake. She obeyed her parents. She loved her family and even though she didn’t agree with their methods, she still loved them. This was stupid. She was stupid. It wasn’t too late to stop now and head home, but could she really leave Hallie? She knew that her best friend could handle herself, but Syrina wouldn’t feel right leaving her so that meant only one thing; she would stay. If her parents found out, then she would deal with the consequences later. She had no choice at this point.
Inhaling a deep breath, the raven-colored dress hiked upward with each step she took towards the bar; her rear rested against the wooden bar stool, her right leg crossed over her left as her index finger lifted upward.
“Can I have a shot of vodka? I think I’m going to need it.”
Vodka, really? She had never tasted alcohol in her life, even when her parents held their extravagant parties, she didn’t get a drop of alcohol. Her parents made sure of that. They didn’t want to see her innocence being tainted. Soft melodic laughter resonated from her throat at the mere thought of how angry her parents would be if they saw her now. Their innocent rose. Their little angel was slowly coming down to earth, she was no longer being sheltered by what the world had to offer, and at that moment, Syrina finally realized that this was something that her parents couldn’t control. There was nothing that they could do about this. They couldn’t stop her. They couldn’t scold her for enjoying herself (even though she wasn’t.) Her parents couldn’t do anything about this and that warmed Syrina’s heart. For tonight she was free. She was free to make her own decision; she was free to make her own mistakes. She was finally free even if it was only for one night. Syrina knew that she wouldn’t do anything crazy because that wasn’t who she was, but she knew that she didn’t want to be stuck anymore. She didn’t want to have to listen to Jalaina, Hallie, and Jade talk about their love lives. Their experiences with the world. She wanted to live it. She wanted to live; for once. Even if it was for one night. She was going to do it. She was going to get out of her comfort zone, she had to. Dark tresses fell around her petite shoulders as her fingers combed through them, whiskey-tainted opals were affixed on the shot glass before her, index digit gliding against the rim of the glass. If she was going to get out of her comfort zone, then she needed to figure out a way to do that because sitting alone at the party, staring at the vodka wasn’t going to change anything. She was still her. Nothing had changed.
“You keep glaring at it when you’re supposed to drink it. You know, take it to the head.” The raspy voice pushed through her thoughts and Syrina lifted her head upward as her chestnut eyes shifted towards the dark-haired male and their eyes connected. Her heart rate picked up speed, the thumbing caused her to clear her throat and she shook her head. “Um..” That was the only words that she could utter, he chuckled but before he could speak Hallie’s arms curled around her waist as her blonde friend’s giggles left her lips. “Sorry, I got distracted by the DJ, you owe me a dance Syrina.” Syrina’s best friend didn’t give her the opportunity as Hallie took the shot of vodka in hand as she consumed the alcohol and placed it glass onto the table and her fingers locked with Syrina. “I’ll see you around, Syrina.” His voice circulated in her head, Syrina was stunned and confused. Did he really notice her? Even with Hallie standing right here?
𝑺𝒚𝒓𝒊𝒏𝒂 𝒅𝒊𝒅𝒏’𝒕 𝒌𝒏𝒐𝒘 𝒊𝒕, 𝒚𝒆𝒕, 𝒃𝒖𝒕 𝒕𝒉𝒊𝒔 𝒘𝒐𝒖𝒍𝒅 𝒃𝒆 𝒕𝒉𝒆 𝒃𝒆𝒈𝒊𝒏𝒏𝒊𝒏𝒈 𝒐𝒇 𝒉𝒆𝒓 𝒆𝒏𝒅. 𝑯𝒆 𝒘𝒐𝒖𝒍𝒅 𝒔𝒉𝒂𝒕𝒕𝒆𝒓 𝒉𝒆𝒓 𝒕𝒐 𝒑𝒊𝒆𝒄𝒆𝒔.
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wagonweasel · 3 years
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Hey besties!! Its officially summer and as your local fish nerd and environmental science major, I thought I’d drop a quick reminder to check that any sunscreen you use is reef safe!! Our coral reefs are slowly dying bc of global warming (ocean acidification, etc) and certain chemicals present in sunscreens only exacerbate the process!! Here’s a little info-graphic from Safe the Reef to help everybody out!
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https://savethereef.org/about-reef-save-sunscreen.html
If you see a sunscreen you are currently using, don’t just throw it out though. Use it in a pool or while you’re sunning, just not in the ocean or freshwater around you. Plastic and toxic waste are both issues too, so just finish what you have and never buy the brand again!! Personally, I’m trying to finish all of my Sunbum stuff before switching to a safer brand like Thinksport!
Baby sunscreens are usually reef safe too, bc babies have sensitive skin so their sunscreens tend to only have zinc oxide, the best sunscreen product.
There’s also this thing called the HEL list to keep an eye out for in your sunscreens. They’re the chemicals that are pollutants and show up in sunscreens and other skin products. NEVER FEAR THO BC THIS IS NOT A CHEM CLASS, the absolutely stunning, gorgeous, and amazing Haereticus Environmental Laboratory has gotcha covered. From their website, “Products labeled with the “Protect Land + Sea” Certification Seal mean that the product has been laboratory‐tested using analytical‐forensic techniques to verify that the product is free of the chemicals that are on the “HEL LIST.””
This little symbol right here:
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http://haereticus-lab.org/protect-land-sea-certification-3/
For all you uber nerds like me who wanna know what the HEL list is, here ya go:
- Any form of microplastic sphere or beads
- Any nanoparticles like zinc oxide or titanium dioxide
-Oxybenzone
- Octinoxate
- 4-methylbenzylidene camphor
- Octocrylene
- Para-aminobenzoic acid (PABA)
- Methyl Paraben
- Ethyl Paraben
- Propyl Paraben
- Butyl Paraben
- Benzyl Paraben
- Triclosan
Thank you for coming to my Ted Talk! Have fun this summer but don’t be an ass to the environment or people!
IMAGE IDs since they may not load
Reading individual bottle labels from top to bottom, left to right
Image 1: list of sunscreens
Upper three rows
All Brands containing toxic chemicals
⁃ Elta MD UV Clear Broad Spectrum SPF 46
⁃ Equate SPF 30 Sport Sunscreen
⁃ Neutrogena Ultra-sheer dry touch SPF 50
⁃ Hawaiian Tropic Sheer Touch SPF 30
⁃ NO-AD Sun care SPF 45 paraben free
⁃ Coppertone Water Babies SPF 50
⁃ Panama Jack SPF 15
⁃ Naturopathica Daily UV defense Cream SPF 50
⁃ alba botanica hawaiian sunscreen green tea SPF 45, broad spectrum
⁃ Aveeno protect and hydrate sunscreen SPF 50
⁃ ISDIN Eryfotona Actinica ultralight emulsion broad spectrum SPF 50+
⁃ Banana Boat Ultra Sport SPF 30 clinically proven
Oxybenzone-Octinoxate- Homosalate-Octocrylene (containing one or more)
⁃ shiseido SPF 50
⁃ SPF 15 Australian Gold
⁃ Sunbum SPF 30
⁃ Glossier Invisible Shield daily sunscreen+ broad spectrum SPF 35
⁃ Supergoop play SPF 50 everyday sunscreen broad spectrum
⁃ Eucerin Daily protection broad spectrum SPF (not legible) 30 or 50
Bottom three rows
100% Reef Safe
⁃ Mama Kuleana Reef Safe Sunscreen oxybenzone free SPF 30 waterproof
⁃ Raw Love made with love and aloha SPF 35 Reef Safe All Natural Mineral Sunscreen Maui, HI water resistant (40 min)
⁃ Raw Elements certified natural sunscreen Face + Body Broad Spectrum SPF 30
⁃ organic Sun Paste Manda made with thanaka
All Ocean Friendly
⁃ California Baby super sensitive SPF 30+ high protection
⁃ All good sport sunscreen SPF 30
⁃ ABC Arbonne baby care Broad spectrum SPF 30
⁃ Goddess Garden organics everyday SPF 30 natural mineral sunscreen
⁃ active Badger broad Spectrum SPF 30 zinc oxide sunscreen cream
⁃ Suntegrity natural mineral sunscreen for body broad spectrum SPF 30
⁃ SPF 30 butterbean organics original healthy sunscreen
⁃ Thinksport SPF 50+ sunscreen the standard for safe sunscreen
⁃ Kimberley Sayer of London ultra light facial moisturizer SPF 30
⁃ Sea and Summit ten mineral sun barrier UVA/UVB Broad Spectrum
⁃ Hawaii SPF 30 organic Body Block medicinal
Image 2: The Protect Land + Sea Certified Logo
⁃ lettering in grey saying Protect Land + Sea Certified surrounding the logo
⁃ black colored wave heptagon with a white silhouette of a turtle inside
⁃ on the turtle’s back is a black swirl with a white dot in the middle
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gliklofhameln · 3 years
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Jewish bridal attire from Sana'a, Yemen, early 20th century
Unlike her counterparts in other areas of Yemen, the Jewish bride from Sana’a looked like a dazzling piece of jewelry herself. She wore a tall tiara adorned with pearls (“tishbuk lulu”) and surrounded by a row of sweet-scented flowers. A green silk scarf (“wardiyyeh”) hanging from the top of the tiara flowed down her back, and sprigs of basil and rue (“ambar”) were attached to her temples to ward off the evil eye.
Triangular filigree pendants with long pearl chains hung from either side of the tiara, against the bride’s temples, and a “labbeh” necklace framed her chin. Beneath the labbeh, her chest was decorated with rows of beaded necklaces worn in a set order. Most of the necklaces were made of hollow silver or gilt-silver spheres (“dugag”); others were made of threaded coral beads (“‘agd mirjan”) and pearls (“ma’nageh lulu”). Each necklace had an amulet container (“kutub”) in the centre. Under the set of necklaces was a chain of bells (“hijaleh”), used by Muslim women as a belt.
Under the jewelry that bedecked her, the bride wore a woven coat (“jallayah mizahhar”), two underdresses, and trousers with embroidered leggings. This embroidery, together with the components of the tiara, are what distinguished her from Muslim brides.
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thebleedingeffect · 3 years
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Minecraft lore
This kinda falls under the lore of my fanfic but generally this is a general recollection of my own takes on minecraft lore and society! I may expand it as I have more thoughts but as of right now this contains thoughts for; piglins, enderman, withers, and slimes!
Piglins -
There are several different types of piglin society, some can be moreso wandering groups that travel throughout the nether, these groups tend to be small and with less piglin children and more older, experienced piglins. These groups often travel inbetween bastions and act as traders or scouts exchanging information from other bastions in exchange for food and shelter. While skilled and experienced travellers, they’re nowhere close to the strength and skill of brute piglins. Brute piglins on the other hand more often than not stick very close to bastions in order to protect the vast amount of regular piglins and children itself it’s walls. It’s rare for anything or anyone to attack bastions, but the things that threaten bastions more often than not are zombie piglins and ghasts, but the most dangerous and rarest threats are: humans and withers.
Sounders are almost universally either piglins brutes who have retired from active duty or aged piglins, baby piglins are traditionally given the surname of their sounder along with a generic first name. But, if the piglin grows to be strong and experienced enough to become a piglin brute, they may choose their new first name and surname! Chosen names are considered extremely high praises and are evidence that they’ve outgrown the protection from their sounder and can now protect their own.
Opposite to this though, banished and ostracized piglins are typically stripped of their sounders surname and are left with only their birth name, if even that. These piglins are never referred to by name and most avoid speaking to them in the slightest, as a result majority of these piglins abandon their bastions and family to wander the nether, most are never heard from again. Similarly to this, any piglins that have interacted with humans in any way outside trading and battles are considered to be on extremely thin ice as humans are commonly seen to be bad omens that bring along death and culling, because of this depictions of humans are often shrouded in fear and are only tolerated if given the blessing of gold.
Gold is widely considered to be an extremely sacred and coveted material, associated with healing, protection, and regeneration, it’s believed that the positive effects of gold even outpower the negative effects brought on from humans. Humans carrying or coming with gold to trade are often tolerated and accepted even for a short time, only for so long though.
Despite humans belief that piglins are largely nomadic and at the very most bastions, it’s not unheard of, in very rare occasions, for enough piglins to come together to create an entire kingdom, mostly to protect the vast amount of piglins within its walls and to allow traders from bastions elsewhere in the nether. These kingdoms often follow the aesthetic of bastions, majorly gold and blackstone, but it's not unheard of for quartz and basalt to be used often as well.
Withers -
Withers and piglins have an incredibly tense and hostile relationship, with the wither effect essentially acting like a version of rabies or a zombie-like effect. Historically, the wither cult has a long history of infecting travelling piglins in the hope of them infecting entire bastions but piglins have gotten extremely perspective to the effects of wither poisoning. There’s a near 100% fatality rate and while the bodies of piglins die, the wither virus continues to infect and reanimate the piglins bodies, making zombie piglins as we know them. Explaining why piglins are so afraid and avoid zombie piglins at all cost as they carry the wither virus and while they dont outright attack other creatures- it's extremely easy to strike a frenzy if you fight back and harm them in any way.
The wither effect is mostly contained within the nether simply as majority of the nether has not been explored thanks to it’s extremely hostile environment. Despite this though legends and rumors of the wither have reached the overworld, leading to the underground wither cult that haunts the dark magic corners of the world.
Withers are known to be extremely hostile and to infect any living being it can, though the undead, skeletons, zombies, husks, strays, and phantoms, are completely immune to this effect. The only being that has been seen to have any rates of recovery are humans, though arthropods are very rarely infected- they seem to have 100% fatality rates as well. Only the rates of endermen are unknown as they avoid the human eye and already are immune to a vast amount of potion effects. Even outside the bounds of the wither cult, knowledge of the wither is heavily hunted after and tested at any given opportunity, as it stands only very, very few can afford expeditions into the depths of the nether in the hopes of defeating one of the realms most hostile creatures, next to the endermen of course.
Enderman -
Despite the fact that endermen live across all three realms- largely endermen fall into two types of society: those who are loyal to the ender dragon and are her subjects, or those who live on the several outside islands of the end, well outside the sphere of the ender dragons influence. These two sides of endermen society often clash but despite the hostility between the two, both sides carry similar power structures, though the ones loyal to the dragon carry one closer to worship and obedience than one of respect.
Both sides of endermen actively avoid humans but they largely avoid most mobs, not only humans, and tend to stick to “hauntings” within the overworld and the nether. The end is an entirely different story, instead of small, solitary hauntings scattered over the world, large civilizations stretch over the several outer islands that surround the main island. Here is where most endermen live apart from any other mob and have a structure closer to hierarchy between the cluster of islands, all islands having their own individual names, traditionally surnames leading back to the end in some way. Enderman are only given first names as individual surnames are not used, instead it’s moreso along the lines of [first name] from [island’s name], or in the case of hauntings in the overworld and the nether- the surname that has been passed down from the oldest members past island.
Because of this there’s only a handful of surnames that endermen can have and typically signify to each other which island they belong to, no matter the realm. Lone or “abandoned” endermen are those without an island to call their own or had no surname passed onto them, more often than not this happens in smaller hauntings and the abandoned enderman often does not live long. Several reasons can be the issue but more often than not they do not hide themselves from humans and are swiftly hunted for their ender pearls.
Older endermen take up the highest positions of the islands and instead of the large hauntings that other, freer endermen can make- endermen in these positions often only take one or two under their wings and are viciously protective as a result. Endermen that do make it to the highest of positions in their society are given elytras as a symbol of their intelligence, age, and skill and come in several, several different forms, but overall but have bug-like appearance. To damage elytras or to steal, damage, or break an elytras wings is considered to be the highest offense or crime possible within enderman society.
Slime -
Slimes are commonly known to live far underground and within swamps, but actual slime people definitely do exist! They’re very rare as it takes an immeasurable amount of time for them to form but slime people can happen! And interestingly enough the type of biome that they formed in can reflect their humanoid form. For example: pink or rainbow-colored slimes frequently happen in flower biomes as they absorbed dyes over hundreds of years, yellow slimes can happen in sunflower biomes, water or marine-based slimes can happen in coral reefs, and the classic green slimes happen in plains and swamp biomes.
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skitsoulmaty · 3 years
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umbrella [ jjk] | part one
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genre(s): angst, a little bit of fluff, strangers lovers au
pairings: jeon jeongguk x reader
word count: this is the first part & it contains 900ish words 
warnings: heartbreak, hell of angst, mental illness, a bit of violence (not in this part tho but its gun be there in the upcoming parts), one sided love kinda ?? death, blood, mentions of hospitals.
synopsis: jungkook is still in luv with his ex lover but in the rain that day he meets a girl coated with stardust. 
taglist: aaa i dont really have anyone to tag :(( if u want to be added to my taglist, just send an ask or dm me ^-^
note: this is my first series & my first post on here so im quite nervous but i hope it goes well ahahah :(( english isnt my first language so i hope u can ignore grammatical errors, if u find one 🤍 u can try listening to ghosting by txt while reading this. but yes pls enjoy this it took me a lot of time to word it <3
this is a work of fiction. any resemblance to actual people or events is purely coincidental.  © sakura, 2021.
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it was one of the gone-wrong picnic days. the day had brought a sky of granite-grey clouds ruffling in ripples, indicating it was about to invite a street of colourful umbrellas to blossom.
and then it did. it came with its heaven given soundtrack, as a million soul fragments in a chorus. together they brought such a soothing sound, a natural melody every bit as beautiful as a mother's soulful hum. the pearl-like drops washed every hue into a strong and soulful vibrancy.
crystal clear raindrops hit the stony ground as water seeped inside the jarred ground to mitigate the brittle dried up earth from the harshly flaring brilliant rays of that scorching sphere of fire. the droplets paused on the surface before being engulfed into the soil. it turned dark like molasses under the glossy strands of grass.
but it was not that tranquillizing for jeongguk.
the world resembled his emotions with his darkened over-clouded heart. the raindrops came falling down just like his tears. he was on the street, alone, and the only one who did not have an umbrella.
with every splash that touched the boy's skin, his jacket gave up on keeping his body dry. water began to soak the bottom of his pale blue jeans, deepening the denim to a stronger hue, and bringing his timberlands to a glossy water-shine. he breathed in the pouring rain as it dampened his dishevelled locks.
he wandered amidst a harmonious choir of raindrops. water poured over his skin so vigorously that it felt as if he was in the flow of a river rather than a rain shower. he could not seem to figure out if he had a lot of thoughts or none at all. everything looked dusky, dull and grey. a nostalgic sensation had crawled in and washed over him when he saw the rain-washed street. it gripped his emotions with might, suffocating him.
he missed her.
jeongguk was like a wilting flower. he was weak, broken, and delicate. deprived of affection and slowly crumbling down.
he studied the way water would pour down in soft cascades, the vibrant image of a summer storm and liked how the very sound could create a sense of silence without loneliness.
they had to fall, he thought. they had no alternative. they had no escape. nowhere, but down on the rugged, solid surface. they had to face their destiny, what the future had in store for them. after they descended, the drops vanished between a billion others. they were not seen anymore, like their value had dissolved after that very moment. they were gone.
maybe he should feel glad; glad that his lifeline was longer. but he wasn't. all his happiness had been sucked when she left. it had been a year, yet his heart still grieved and yearned for her.
the bitterly raw wind swooshed by, pulling him away from his thoughts. some youngsters' laughter was heard faintly from a distance. the world around him was unaffected by his suffering. untouched and unbothered by the agony that he is experiencing.
perhaps he was hallucinating, or his vision was fuzzy, but for a second he thought someone was observing him.
"hey there, boy. you look so miserable that someone might mistake you for the male version of oizys!" it was the voice of some girl. it was the kind of deep voice that is so very easy to fall in love with, that auditory caramel.
(oizys was the ancient greek goddess of grief & anxiety.)
jeongguk felt enticed to the voice as if it were a magnet. he finally looked up desirous to know who that velvety voice belonged to.
his eyes fell onto were her lips. they were coral and looked soft even in the dark rain, curved up in a smile. then the rest of her face. it would be an understatement to say that he was allured. she had extremely fine, sculpted features. her silvery grey eyes glittered in the gloom, glinting with hope and curiosity. her smile, flawless and delicate. her face was luminescent, a gentle glow. she had the appearance of soul fire sparking against the ice.
she was clad in a white hoodie reaching down till mid thigh with the hood over her touseled brunette hair. her milky appearance made her stand distinctly against the faded surroundings. in the cold mini storm she stood firm.
her innocent aura drew him in.
the mystery girl snapped closed her umbrella, releasing a gravity-defying plume of small droplets. she pulled down her hood and shook her hair to gain some life back into her flattened locks which slowly got drenched.
she noticed that he had looked at her. she pouted when there was no response from jeongguk. “oh i'm really sorry. i didn’t mean to offend you. i should not have joked about that,” she paused and opened her umbrella again, and this time put it over his head, preventing the raindrops from hitting his skin.
she tilted her head and continued, “but, joli garçon, did you really think the rain could mask your tears?”
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yes that was it for the first part,,,, it certainly isnt as good as some of authors here but i tried jdhjsjhsj the second part is coming soon :) pls reblog it would mean a lot !! <3
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owlafterhours · 4 months
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621! and 621 stealing someone's coat because it's cold,
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(they do not appear to be having the same conversation,)
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Wake up, new fic just dropped! This one details the beginning of my Eye For Seven Eyes AU, which you can find here: https://ammonitetheseawing.tumblr.com/post/669924303571173376/slams-a-huge-roll-of-paper-covered-with-writing
Trigger warnings: Implied torture, out-of-body experience (kinda) (just in case), implied trauma.
Here we go!
Self-Sabotage: Outsider’s Perspective
It happened so fast.
It felt like it dragged on for a million years.
It happened all at once.
It happened one agonizing step at a time.
It happened.
Agony.
All agony.
It lashed through every muscle, every nerve, every fiber of her being.
It opened her mouth in a scream she couldn’t hear herself release.
It fragmented
Her mind
Until her mind
Her body
Was no longer hers
But someone
Else’s
Silence.
What is a soul?
It was a question she’d asked herself many times, yet could never quite find a definitive answer to.
Could it be the thing that compels a person to leave an impact beyond their lifespan? Or does it create morality? Does it stay in a different realm or get reborn into a different body when the original one ceases to contain it?
Marcy supposes she’ll have all the time in the world to contemplate this aspect of one’s being that people call a soul.
Because now, that aspect is all she has.
She isn’t entirely sure yet what that means, exactly, but if there’s one thing she knows, it’s that she’s a shadow of herself.
Not unlike the figure next to her, regarding her with a small, soulless grin.
Fixing her with 10 glowing eyes, from a face that was once her own.
Marcy shakes herself, mind still reeling faintly. The last thing she remembers is seeing three figures - two newts and a large, unmistakable one (don’t think about him) - leave the space she was in, trailing silence behind them.
Then a voice had cut through the haze. She’d snapped her gaze up in the direction it had come from, finding a figure that was… her, but not her. Something - the Core, her mind supplies - had turned her head at an unnatural angle to grin at Marcy with all her teeth.
That was when, almost on instinct, she’d looked down at her hands and discovered she could see right through them.
Which explained a few things.
Like, how she was still here when her body had been inhabited by a foreign entity.
She’d honestly be fascinated if it weren’t so existentially unsettling.
Where am I, anyway?
Marcy begins scouring the dark, foreboding space around her, searching for something to jog her memory further. A coral-carved throne, a colossal, mechanical sphere with many arms that vaguely remind her of a villain from a superhero movie-
Her metaphorical heart sinks as she fully registers her surroundings, and recalls the context behind them.
This was the same room where her fate had been sealed.
The same room where he had turned his head and refused to watch as a sinister helmet had descended from-
Nope. Do not think about that right now.
Or ever. That works, too.
Steeling herself, Marcy weighs her options.
Option number one: Get help.
As she ponders this carefully, a recent memory comes into focus - Olivia and Yunan. They’d been there, standing as rigid as blocks of ice, when she’d first regained consciousness. They’d looked right at her, but hadn’t seemed to… see her.
That could be a minor obstacle.
A sudden jolt runs through her. Her friends - could she find a way to contact them?
After a brief moment, Marcy shakes her head, mentally crossing that option off her list. Anne would be on Earth by now - and, well… Frog knew that place came with its own can of worms.
Not to mention the fact that she seems to pass through anything she tries to touch, so…
Interdimensional travel? Out of the question.
As is Sasha - the last time Marcy had seen her, she’d been completely incapacitated, stunned after being thrown against a wall by a tyrant’s tail. She (and Captain Grime) could be anywhere in Amphibia by now.
Besides, even if she did, hypothetically, manage to track one of them down, she can’t exactly guarantee they’d be… thrilled to see her.
So, for now, she’ll just… stick close to the Core. Keep an eye on it. Make sure it doesn’t, like, overestimate her body’s resilience and break all her bones or something.
That seems like a sensible plan of action.
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Unique Weapons, 14: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
A bright, turquoise-blue trident with serrated edges, grown from the hardest coral of the ocean. The saw-like edges of the trident’s prongs account for the slashing injuries this weapon can deliver.
Snapdragon Bag: An unassuming-looking, brown leather sack, the inside of which is lined with four spring-loaded metal ribs. Known as a snapdragon bag, when it’s thrown at an enemy’s face with a successful attack (See Note), the sudden impact releases the spring-loaded ribs, which snap forward to enclose the target's head. A victim enclosed by the snapdragon bag is rendered blind until it is removed or destroyed. ---Note: The snapdragon bag has the same statistics as a weighted net (Including how to escape) except that rather than being physically restrained, the target is blinded.  If the snapdragon bag is removed rather than destroyed, it can be reset with an action equivalent to attacking.
An aged bronze gladius (Shortsword statistics). Moaning, weeping faces can be glimpsed in its verdigris.
A farmer’s sickle that has been strengthened for use as a weapon. These blades are favored by druids for utilitarian reasons and anyone who wants a weapon that might be overlooked by guards.
A greatclub, ornately crafted from fine maple wood. At the head of the club is an accurate carving of a wolf's head, snarling and baring its teeth. Along the handle, the phrase "The Gatherer of Beasts Shall Bring on the New Age" are carved out in Giant. This club may be used to deal piercing damage instead of bludgeoning, using the wolf’s carved teeth to puncture the enemy. Hostile beasts seem hesitant to attack the wielder, sometimes choosing to attack other enemies.
A composite shortbow. Its leather wrapped handgrip not only bears signs of extensive use, but also great care on the part of previous owner.
A marvellously crafted katana with a blade of bright, immaculate steel and a gold tsuba worked to resemble a pair of male lions circling the blade. The hilt is ivory inlaid with more gold, all wrapped in purple silk and capped with a golden lion’s head bearing amethyst eyes and ruby teeth. Whenever the blade is drawn, this lion’s head lets out a mighty roar that can be heard for approximately a quarter of a mile.
A masterfully designed Random Weapon adorned with unique decorative elements. Whenever the weapon is wielded in combat, the words “Random Battle Cry” thunder in the bearer's mind as if shouted by a raging berserker.
A whip consisting of a long metal chain that ends in a metallic, spiked sphere with a few aerodynamic holes.
An airtight waxed leather quiver containing 3d6+3 arrows whose heads are heavily coated in a sticky, foul-smelling substance. These aromatic ammunition pass on their fragrant material to a creature hit by them. A creature tracking a victim marked by one of the pungent arrows gains advantage on the survival roll they make to follow the target. A creature with a particularly keen nose (Like a dog or wolf) automatically succeeds at tracking the target by smell. The foul-smelling substance washes off a victim in five minutes of scrubbing with ample water or fades naturally after 2d4 hours pass.
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
A bright, turquoise-blue trident with serrated edges, grown from the hardest coral of the ocean. The saw-like edges of the trident’s prongs account for the slashing injuries this weapon can deliver.
Snapdragon Bag: An unassuming-looking, brown leather sack, the inside of which is lined with four spring-loaded metal ribs. Known as a snapdragon bag, when it’s thrown at an enemy’s face with a successful attack (See Note), the sudden impact releases the spring-loaded ribs, which snap forward to enclose the target's head. A victim enclosed by the snapdragon bag is rendered blind until it is removed or destroyed. ---Note: The snapdragon bag has the same statistics as a weighted net (Including how to escape) except that rather than being physically restrained, the target is blinded.  If the snapdragon bag is removed rather than destroyed, it can be reset with an action equivalent to attacking.
An aged bronze gladius (Shortsword statistics). Moaning, weeping faces can be glimpsed in its verdigris.
A farmer’s sickle that has been strengthened for use as a weapon. These blades are favored by druids for utilitarian reasons and anyone who wants a weapon that might be overlooked by guards.
A greatclub, ornately crafted from fine maple wood. At the head of the club is an accurate carving of a wolf's head, snarling and baring its teeth. Along the handle, the phrase "The Gatherer of Beasts Shall Bring on the New Age" are carved out in Giant. This club may be used to deal piercing damage instead of bludgeoning, using the wolf’s carved teeth to puncture the enemy. Hostile beasts seem hesitant to attack the wielder, sometimes choosing to attack other enemies.
A composite shortbow. Its leather wrapped handgrip not only bears signs of extensive use, but also great care on the part of previous owner.
A marvellously crafted katana with a blade of bright, immaculate steel and a gold tsuba worked to resemble a pair of male lions circling the blade. The hilt is ivory inlaid with more gold, all wrapped in purple silk and capped with a golden lion’s head bearing amethyst eyes and ruby teeth. Whenever the blade is drawn, this lion’s head lets out a mighty roar that can be heard for approximately a quarter of a mile.
A masterfully designed Random Weapon adorned with unique decorative elements. Whenever the weapon is wielded in combat, the words “Random Battle Cry” thunder in the bearer's mind as if shouted by a raging berserker.
A whip consisting of a long metal chain that ends in a metallic, spiked sphere with a few aerodynamic holes.
An airtight waxed leather quiver containing 3d6+3 arrows whose heads are heavily coated in a sticky, foul-smelling substance. These aromatic ammunition pass on their fragrant material to a creature hit by them. A creature tracking a victim marked by one of the pungent arrows gains advantage on the survival roll they make to follow the target. A creature with a particularly keen nose (Like a dog or wolf) automatically succeeds at tracking the target by smell. The foul-smelling substance washes off a victim in five minutes of scrubbing with ample water or fades naturally after 2d4 hours pass.
A brown dagger with feather motif on the hilt. There’s a hawk’s eye gem in the pommel.
A double axe of orcish design (Greataxe statistics), consisting of a pair of large double-sided axe heads mounted on both ends of a pole.
A flail whose handle is made of driftwood with a small anchor attached to it by a chain. The anchor and chain are perpetually coated in damp barnacles and pieces of seaweed.
A ceremonial, double-edged dagger used by high priests of Random Domain who would use it to direct and store the spiritual energy released by their congregations while ritual is being performed. This tool is never used to physically cut anything but the blade is kept honed and polished to a mirror-like finish. The hilt of the athame is not crafted of metal but rather of bones and gemstones, intricately carved and carefully smoothed to form an artistic hilt.
A double-bitted hefty greataxe. Each blade has a vicious edge that thirsts for the enemies of its wielder.
A cold iron dagger with a jade hilt featuring an image of a solar banishing a pit fiend back to the Nine Hells.
A double-bladed scimitar with a haft of fine wood that supports a long, curving blade on either end. Forged with techniques honed over centuries, the blades are strong, sharp, and remarkably light. The scimitar is a masterpiece, and even a casual inspection would reveal it to be an expensive weapon, though Knowledgeable PC's know that few ever have the opportunity to purchase one. Those PC's are aware that the double-bladed scimitar is the signature weapon of Valenar elves and a Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe. A Valenar elf might feel entitled to demand its return or challenge the bearer to prove they’re worthy to wield it.
A curved, double-edged dagger, so extreme in its curvature that the point extends at a right angle away from the hilt. The angled-knife can be a vicious weapon in the right hands, dealing serious wounds to even a well-armored enemy.
A pristine quiver containing 3d6+3 finely made hardwood arrows. Each tipped with a point of sharpened red agate, cut with many intricate faces.
A dagger forged from steel with traces of adamantine flecked into the blade's edge. The weapon features a sophisticatedly designed handle.
A fullblade of immense size, made of a dense meteoric metal. The massive blade is designed to be wielded with unrestrained fury, with savage cleaving strikes rather than refined and precise swordplay.
A gnarled black oak staff topped by an iron crescent moon mounted to the wood by tentacle-esque roots that grasp the metal tightly, as if they had grown around it. The moon gives off an eerie chill and the staff’s wood is dry and cold, yet glistens as if wet, and feels heavy, as if waterlogged.
A dagger with a spiral hilt and a broad, serrated blade that tapers to a sharp point. Whenever the knife is set down, it immediately rights itself to balance on the tip of the blade, always at a 90-degree angle to any surface it touches, regardless of gravity.
A gnomish made, tin case containing 2d6+2 crossbow bolts that knowledgeable PC's will recognize as Splintering Bolts. Each of these bolts is actually a dozen smaller flechettes loosely bound together and designed to come apart from the force of being fired. When fired, a Splintering Bolt immediately separates, creating a 30-foot cone of metal-tipped splinters. The wielder makes one attack roll as normal for the crossbow and all creatures in a 15 foot cone from where the wielder is facing are pelted with the flechettes. The attack is compared to their Armor Class (Or Defense Value, Dodge or other relevant game statistic), then the wielder then rolls one damage roll as normal for a crossbow and each creature hit takes that damage. The bolts cannot be poisoned or coated in alchemical material and are destroyed after use and are not recoverable.
A greatsword with a deep black blade of much too heavy iron. Fine lines of basalt stone run lengthwise through the metal. The hilt is made of ebony and bound with silvery spider silk. Deep black gel drips from the blade when someone is cut by it. The substance is completely tasteless but if consumed, one experiences a random, vague memory of the person cut.
A warhammer with a massive square head plated with a well-worn, gold alloy. On each side of the head near the front there is a small hole that seems to be made to hold a prism or gemstone. The handle is forged from a blue steel and tightly wrapped in cloth.
A hand crossbow of black-stained wood, carved to present the face of a ram at the front. Its dull steel arms are fronted by the carved beast's curling horns.
A handaxe consisting of a shard of blue metal with coral hues, bound to a piece of driftwood by an old ship rope and seaweed.
A heavy crossbow covered in ancient dwarven runes that cover the tiller and lathe of the weapon.
A heavy crossbow modified to fire a special, grapple-headed metal bolt attached to 100 feet of thin, light rope. A successful shot at an appropriate target indicates that the grapple has hooked onto something, anchoring the rope firmly enough for a creature to ascend it. This device helps adventurer's scale walls, bridge chasms, escape down sheer cliffs, and the like. It cannot fire typical crossbow bolts.
A heavy eldritch rod (Mace statistics) that is warm to the touch and covered in living human skin. Along the length of the rod eyes of all colors stare endlessly. Between the eyes rest a number of mouths, silently closed.
A heavy, two-handed hammer, this maul has a set of hinged jaws mounted to the front of the head. A pivot inside them closes these jaws whenever the maul strikes a solid object. Originally designed for mining, when wielded in combat the weapon leaves deep ragged wounds that bleed profusely and the jaws latch on to the victim on a good solid hit. Whenever the wielder attacks with advantage and scores a hit against a target, the pivot is triggered and the jaws grab somewhere on the target's body. The wielder is then disarmed of the maul but the target is considered stuck in a hunting trap, as the maul weighs them down and restricts movement. After the piston has been triggered, the wielder suffers disadvantage on all attacks with the weapon until the jaws are reset with an action equivalent to attacking. Should the wielder ever roll a natural 1 on an attack roll with the jawed maul, there is a 25% chance that the trapping mechanism becomes damaged, rendering the trap uselessly. When this occurs the wielder suffers disadvantage on all attacks with the weapon until a character proficient with smiths or tinkers tools repairs it over the course of one hour and 1d10 gold pieces worth of material.
A huge fullblade with a six-foot blade and a two-foot hilt that is surprisingly easily wielded with two hands by any warrior. The blade is rippled, with a vein of gold running down the center. The hilt is wrapped in red leather flecked with gold. The guards are of unicorn horn and the basket is a leering, bearded face from pommel to guard.
A kama (Sickle statistics) with a vicious obsidian blade that does not glint in the presence of light. Darkness and shadows seem to almost bleed towards and seep into its keen edge.
A longbow wrought from the boughs of an old, resilient tree. Its wooden frame is exceptionally sturdy but difficult to draw.
A large greataxe with a head carved from slate sharpened to a honed multi-pointed edge. The stone of the blade is covered in old intertwined runes that connect three slots within its blade. The handle is simple and wooden in design, over the years it has had many wielders and has thus been carved and adorned with many different iconographies from each of its past wielders.
A large reinforced hide sack containing specialized caltrops known as horse nails. The spikes are large enough to be avoided by human sized and smaller creatures without issue and are designed to drive a long, thin spike up into the foot of any heavy being that steps on it with more than 400 pounds of force. A single bag of horse nails will adequately cover a 10-foot by 10-foot area. Horse nails function similarly to caltrops except that they deal twice as much damage and will affect creatures normally immune to caltrops due to size, such as horses and giants with thick-soled shoes.
A large round-headed hammer (Maul statistics) much like a common carpenter's mallet. Its only noteworthy feature is that it is made entirely from coal-black iron. Even the handle is cast in iron, patterned to imitate the grain of wood that would normally be used.  The hammer is quite heavy and seems over-balanced, but once held it is quickly apparent that it can be handled with ease and grace.
A lavish rapier with a golden hand guard cast in the shape of a large three sailed ship.
A leaf-bladed shortsword. It is perfectly balanced, and its edge glitters hungrily when it is wielded. Runic glyphs decorate the blade which shift and change subtly each time a new creature grasps the weapon. Knowledge PC’s can discern that the markings are actually an archaic language, which tell of the current bearer’s heritage, exploits and deeds.
A long leather whip with a bronze cap and guard to its handle.
A long scythe with a purple glowing blade and silver handle with decorated sculpted brass. The weapon emanates a strong aura of unease, visible as strangely moving smoke that falls from the blade.
A long wooden staff that resembles a young oak sapling. It seems to be still growing despite not having leaves or a root system.
A longbow made from a long, curving piece of exotic wood. The weapon is carved in the likeness of a serpent whose open maw and curved tail provide the hooks on which to string the bow.
A longsword whose first quarter of the blade is curved forward like a fishhook. The hilt comes to a sharp point, and an outward pointing crescent blade serves as a hand guard and striking surface.
A longbow made from the wood of a Luurden tree that grows in the Underdark. Insidious drow runes are inlaid up and down the limbs of the bow in dark silver, extracted from the mines of the Underdark.
A longspear known as a duom with a standard spearhead as well as two blades curved so that they point backward along the shaft.
A longsword set with a dark blue blade slightly glowing pinpricks as if seeing starlight far into the distance. The effect is similar to looking through a window into the night’s sky, showing changing stars and constellations through the blade. Its soft beauty brings clarity to even the darkest of places and blinding light to the unfaithful. This blade exists as a reminder to those who serve evil, the stars shine brightest on the darkest of nights.
A metal-bound hardwood quarterstaff, balanced and hardened for use in battle. Many acanists who find themselves in the thick of battle appreciate the heft of these not-terribly-subtle weapons.
A military style quiver containing 3d6+3 arrows of human make but elven design. Each arrow has a series of notches along it so that, when fired, it emits a distinctive series of notes. A unit of troops firing in sequence could create chords or even whole songs this way.
A padded club consisting of a stout, oaken cudgel wrapped with a thick, woolen covering. This is an ideal weapon for a wielder who needs to rough someone up or take them alive. The club never outright kills its target and whenever the wielder would normally kill a creature with the club, the creature is just knocked out instead and is rendered unconscious and stable.
A pair of daggers with wickedly curved blades, fashioned from a dark grey steel. They are identical save for the engraving on the pommel: one bears the silhouette of a cat, the other a stylized eye.
A Random Sword shined to a mirror polish, but only reflects images of its previous owners, in their moment of death.
A powerful spring-loaded telescoping sword-cane with two small rubies inset into either side of the ornate gold-leaf covered handle. The cane can function as both a cane and a thin sword and sheath. Additionally, firmly pressing both rubies releases a spring, firing a crossbow bolt (See Note) out of the bottom of the cane with enough lethal force to travel at least 20 feet. The launcher functions by means of a tightly compressed spring and reloading the bolt takes a significant amount of time (One minute) twisting the handle clockwise to compress the spring once more. ---Note: The attack roll is the same as if the wielder had fired a light crossbow.
A Random Sword whose metal shines like the sea itself, the white color reminds one of endless pearl necklaces. Instead of a hilt, a large piece of rope has been tied around the lower end. On the side of the blade there is an engraving: “Whoever sits in stillness may be able to break the silence”.
A purple mace whose head is made of two large clam shells with a strange black pearl holding the shells together and to the handle.
A Random Sword with a blackened, wickedly hooked and barbed monstrosity of a blade that appears to be made of leather and flesh, and drips blood, but has no edge.
A polearm known as a nagintav (Glaive statistics) with a long, curved blade set atop an eight-foot shaft. As it is an effective weapon against opponents at a distance but useless at close range, naginata practitioners are taught to keep their opponents at a distance by striking with quick, deliberate blows and then retreating.
A Random Sword with a simple blade without sheen or shine and a somewhat simple hilt, however the blade’s scabbard is quite elegant. A crest sits at the head of the scabbard, depicting a silver tree beyond a doorway or arch, with black leather wrapped in a spiraling braided silver cord from top to bottom.
A reinforced jute quiver containing 3d4+3 war darts made of hollow bone, all covered with dozens of tiny holes near their tips. On a hit, the darts lodge themselves deeply into the target and begin to draining blood from the target’s body out the tail end. When this occurs, at the start of the target’s subsequent turns, he suffers an amount of damage equivalent to a dagger (1d4) until a creature forcibly removes the dart with an action equivalent to attacking (Which causes the target 1d4 damage) or a creature proficient in medicine spends an action equivalent to attacking to carefully remove it without further harming the target. These war darts are delicate and not recoverable after being thrown.
A Random Sword with an ornate blade has a hilt of gold and finely etched scriptures all along its blade which promote chivalry and mercy.
A quiver that is short and wide, allowing its arrows to spread out like a fan. The quiver has highly decorative ross-straps on the front held by circular fittings, and a triangular bottom plate. One side of the quiver is colored an ice blue with the other side is a fiery orange. The two colors meet in the middle into a gradient of purple. The quiver contains 20 arrows and knowledgeable PC’s are aware that this distinctive style of quiver is only worn by the oathsworn archers that guard the imperial palace with their lives.
A Random Sword with grooves carved along the blade that create haunting sounds at the wielder fights. This weapon was no doubt commissioned by practitioners of the more esoteric fighting styles that mix physical and psychological warfare into a singular type of combat training.
A scimitar made of many silver crescent coins welded together.
A reinforced quiver containing 3d6+3 arrows with vicious, curved, back-hooks lining the head. These barbed arrows causes a great deal of pain and damage when removed as it digs into flesh.
A sharp, curved scimitar designed for use by halflings who can turn their small size into a tactical melee advantage. Carvings of creeping ivy adorn the blade, organically complementing the entire weapon design. When swung in battle, it emits a chirp like a cricket.
A shortspear designed for throwing, adorned with a needle-thin spike at its end that ensures it rarely gets trapped within an enemy’s flesh or amour. Unlike many other spears, this spear has a leather strap for easy recovery. When thrown at a creature within 15 feet, the wielder can snatch the leather strap and thereby recover the weapon as an action equivalent to drawing a weapon.
A shortsword of extraordinary quality, resembling a punching dagger in its design. The blade has a rusty color, but it otherwise appears newly forged. When swung in combat, tendrils of ectoplasmic energy trail behind the blade.
A silver dagger shaped like a curved claw. The hilt is wrapped with dark blue silk.
A silvery longsword with a razor thin yet broad blade that glints yellow in the sun. Its hand-and-a-half hilt is coated with gold and has an exorbitantly large, clear, cut quartz as the pommel.
A shortsword with a black blade with one edge, a black leather hilt, and a chain from which a sharpened purple crystal hangs.
A silvered dagger with a teal colored gem fitted into the base of the hilt that glimmers like the suns reflection in the water.
A six foot long quarterstaff cast to resemble rough-hewn wood, despite the fact it is composed entirely of rusted iron.
A slender, ivory-hilted stiletto.
A longspear with a shaft of bloodwood and the grips and mounts of electrum. The “blade” is a sharpened alicorn.
A solid stone greatclub of immense weight and heft. Intricate carvings spiral around its entire length, describing the dangers of the dreaming world beneath the sky.
A slim and elegant dagger that resembles a miniature rapier with its long needle-like apex. Emblazoned in gold on the hilt is the symbol of a kingfisher.
A staff of burnished white oak that's capped with silvered steel and engraved with runes and symbols of light.
A sturdy wooden case lined with several inches of thick woolen batting that serves to protect the 2d6+2 crossbow bolts in it from being jostled overmuch. These powerful and extremely dangerous alchemical bolts contain reactive agents that explode when they strike. On a hit, rather than the typical crossbow damage, these bolts deal three daggers worth of fire damage (3d4) to the struck target and all creatures within five feet of him. Because of their awkward shape and weight, the range increment of these exploding bolts are reduced by half.
A Random Sword of black iron as sharp as steel, in the shape of a stylized dragon's wing. The cutting edge of the sword being the leading edge of the wing.
A two foot long shortsword possessing a slightly curved blade, its handle is made of bone (The femur of an aquatic elf) and is covered with a scrimshaw like carving. The carvings depict creatures of water such as octopi, whales, even a walrus. Also a carving of a sinister looking reptile and human hybrid of some sorts. An Identify spell will reveal the name of the sword, which is the same as its creator; one Jonas Harkness a sailor who by the end of his life had a deep abiding hatred for the sea.
A greatsword of brightly polished steel, with gold wire-wrapped hilt and blade inlaid down the rib with panels of garnet set in a tongue of copper.
A vicious scrimshawed weapon known as a Kaua'koi (See Note), fashioned from a large length of bone harvested from an enormous creature. Several hand-notches are carved all over the bone, while the rest is sculpted into spurs, blades and polished nodules. Fighting with a kaua'koi is a high art, involving constantly switching grips to make the most of this versatile weapon. In many tribes, carving one's own kaua'koi is a rite of passage ---Note: Greatclub statistics but the wielder can choose to deal either piercing slashing or bludgeoning damage each time he attacks.
A warhammer that is much more solid than the majority of bludgeons the bearer has seen. The sides of its blocky head are adorned in silver inlays. When held by the handle the wielder feels a weight comes upon him as if he gained a great responsibility. Whenever the weapon is grasped, a warning flows into the bearer’s mind as if whispered in his ear. “Those who are not willing to bear the burden are not worthy to wield me”.
A well-crafted fan constructed of iron spines covered with silk, decorated with an elaborate landscape on one side and animal motifs on the reverse. Known as an iron fan (Dagger statistics), they are reasonably common in some noble courts serving as both accessory and subtle protection. Most attacks are thrusts to the vitals made when the fan is closed, though the universally intricate and graceful fan forms teach practitioners to open and close their fans with a quick flick of the wrist, the loud snap serving as a distraction to opponents. Onlookers are not immediately aware that the fan can be used as a weapon and anyone attempting to discern if the fan is lethal suffers disadvantage on their check to do so, though a physical inspection renders it immediately apparently. Once used in combat, the silk becomes too torn and bloody to pass as innocuous and requires costly replacing with either more silk or colored paper which will cost about 1d4+1 X 5 gold pieces.
A wickedly barbed longspear carved out of a solid piece of bone. It’s decorated with coral, pearls, and sapphires. Flowing Aquan script runs the length of the spear, detailing its history and wielders stretching back thousands of years. Anytime the bearer grips the weapon’s haft, he can hear the sound of the ocean. Knowledgeable PC’s can determine that the notched spear was crafted thousands of years ago from the rib of an enormous sea serpent.
A wickedly sharp and multi-bladed dagger. This weapon is well balanced for throwing in a horizontal fashion, where its multiple blades can cause serious wounds upon any target.
A wide-headed, flanged mace with an abnormally long handle, inlaid with ebony wood and silver.
An arcane quarterstaff made of wood that is either naturally black or was stained that way by someone who knew what they were doing. Its length is covered with gold inscriptions which might be in some variant dialect of illegible Draconic but is more likely to be impressive-looking nonsense. The narrow bottom end has an elaborate metallic spike on useful for traveling as well as fighting. The staff’s head displays a stylized depiction of a watchful dragon curled around a massive, rough crystal. Despite its ornate and delicate appearance, it can be wielded in combat as well as any mace without even damaging its lacquered finish.
An arrow case crafted from woven rattan that narrows to a hard tip at the bottom end. The case may be stabbed into the ground allowing the archer easier access to the arrows. The case contains 3d6+3 arrows with willow-leaf arrowheads designed to tear up flesh and create grisly wounds. Wide-bodied and razor-sharp, the arrows rarely penetrates deeply into the body but always create long, ugly lacerations when striking a target.
An elegant, lustrous longsword of slender make that has seen a hundred battles and carries the enmity of countless tortured souls.
An immense greatsword whose massive five-foot-long blade is capable of cutting foes to pieces with relative ease.  
A steel tipped heavy pick, its haft decorated with ebony calf figurines, overlaid with gold.
An elaborately-carved, thick, wooden baton (club statistics) that sheaths a pair of matching slender bladed daggers. Each handle has a slot near the blade that serves as a sheath for its twin and when the blades are sheathed the handles form the sturdy baton. These thin stiletto blades as commonly referred to as tamo daggers and are typically carried by spies, nobles and assassins who want to carry weapons without looking like they are doing so. The baton could easily pass as a rod of office or military officer’s baton and it would take an impressively perceptive creature to notice the break in the middle where the daggers sheath together.
A quarterstaff that still has its bark on it except for where a long serpentine dragon twists around it, carefully carved, sanded, and oiled to a sheen.
An unwieldy primitive weapon that takes the form of a huge and heavy cleaver mounted on the end of a two-foot shaft. The shortspear deals wide slashing strikes capable of causing horrific injuries on a well-placed blow.
A sickle sword (Bastard sword statistics) favored by those with no talent for witchcraft, this exotic blade curves multiple times along its three and a half feet. The sickle-sword’s hilt is long and curved, and its blade bears a small secondary grip partway up its length. These allow a wielder with a free hand to rapidly twist the sword in unpredictable ways.
A whip made out of thick but flexible rope meant to be used for taming reasons. Its business end sports tiny, sharp thorns, which inflict dozens of small painful wounds over a wide area.  
A set of nunchaku (Club statistics) fashioned from the right arm-bones of a human, bound with sinew at the elbow joint.
A watertight, gnomish made, waxed leather quiver containing 3d6+3 crossbow bolts that knowledgeable PC's will recognize as Dragonsbreath Bolts. Each piece of ammunition has a shaft soaked in resin or pitch and a slightly enlarged head filled with a dab of alchemist's fire. Slots in the head force air into the chamber when the bolts is fired, igniting the alchemist's fire and the shaft as well. The slots in the head emit a low screech as the projectile flies through the air. A Dragonsbreath Bolt deals an additional dagger's worth of fire damage (1d4) when it hits a target, and a flammable unattended target such as a thatched roof or a spilled vial of oil automatically catches fire. A Dragonsbreath Bolt cannot be reused on miss or hit. The dollop of alchemical explosive has a nasty habit of going off for no reason and whenever the wielder rolls a natural 1 on an attack roll while using them, the bolt lights up in the wielder’s hand dealing a dagger’s worth of fire damage (1d4) to him.
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doctorslippery · 3 years
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A mermaid.
A merman.
A shark with 2 heads and tentacles where its tail should be.
The net has been chewed through.
A skeleton with different gold bones.
A school of singing fish.
The tentacle of a kraken.
A bunch of crabs with weirdly shaped claws. Some look like they have hands, paws, knives, trident, etc.
A kraken toddler.
The kid of a mermaid & merman. Around 6 or 7 years old.
A 20ft. white lobster.
A severed ear with an attached golden earring.
A message in a bottle.
Dragon-turtle egg.
A poisonous fish that deals 1D8 damage when eaten.
A school of quippers.
A locked chest.
Fragments of a wrecked vessel.
Eggs of a Sahuagin.
A coral/barnacle-encrusted magical weapon/armor.
A concrete block with the remnants of two humaniod legs sticking out. If the players break the concrete, a ring of waterbreathing can be found on one of the toes. Kinda makes you wonder how the person died if it wasn’t by drowning….
A ships intricately detailed figurehead.
A chum bucket.
A pineapple with a sea snail crawling all over it.
A lobster trap containing a crab, a squid, a sea sponge, and a starfish.
A glass ball containing a live squirrel.
A broken leg bone.
A letter in a bottle. Written on the letter is a recipe for a very delicious sandwich.
A painting of a pirate and his parrot.
A bloated corpse that looks exactly like you.
The net is empty, but coated with gritty, pitch-black oil.
A perfectly intact but not fossilized dead animal that has been extinct for millennia.
A fist-sized, segmented black metal pyramid that causes everyone around it to vie for possession of it with increasing violence unless it is submerged in salt water.
A skull of the fishman species with noticeable gouges and cuts around the eye sockets.
Driftwood.
The most beautiful piece of driftwood you’ve ever seen.
A rune-covered iron flask sealed with a silver band.
A wooden doll without clothes.
A grapefruit sized stone sphere that mysteriously floats in salt water.
A key carved from bone.
A fine/expensive looking cloak that hasn’t begun to rot yet.
A large cod. (Gold ring in its stomach)
A scroll case with a now-indecipherable treasure map.
Your net is torn from your hands: a DC 25 perception check from on the ship, or a DC15 from in the water, reveals an immovable rod that it got caught on.
A sentient jeweled necklace which appears to be worth several thousand gp but tries to convince the wearer to kill themselves.
An ornate wooden statue of some god or goddess, now covered in barnacles.
A bottle containing one copper piece and a note reading “spend it well”. The coin is too big to leave the bottle.
A sleeping human girl wearing barnacle/seaweed covered clothes that look incredibly old. Once she is relatively dry, she wakes up.
A strange stone tablet with a map etched on it, and writing in Aquan.
A live crab, but made of solid gold and encrusted with gems.
The anchor of a legendary pirate vessel.
A talking fish that offers to grant a wish in exchage for being set free.
A rusty sword that seems to glow, but only when you look at it from the corner of your eye.
A carved stone talisman on a broken cord, tangled in seaweed.
A bottle of rum.
An ancient bottle of wine, encrusted with barnacles.
A brass oil lamp – maybe you should try rubbing it clean…
1d8 spiky green fruits. It will cause you to vomit sea water (and just sea water) if you eat it.
A golden compass and astrolabe.
A sea-elf offering slightly damp sea scrolls for sale. Very handy during storms.
Giant 30ft. clam. 50% chance for a pearl.
Giant lobster being ridden by a sea goblin.
A talking sea turtle.
A reverse mermaid. (Top half fish and human legs).
A bottle with a (d100)potion inside.
A school of fish that cause hallucinations when consumed.
A giant 25ft oyster. Cracking it open reveals a Sea Dragon egg instead of a pearl.
A chunk of meteorite that fell into the ocean.
A glass helmet that grants darkvision and waterbreathing.
A trident.
A shipwrecked sailor.
The leftovers from a sauhaugin attack.
Large orbs that appear to be made of pure water, which are slightly gesticulating (an aquatic variant of gelatinous ooze).
A baby in a basket (race can very based on DM descretion).
A pirates peg leg. Made of two parts, a wide brim that attaches to the leg and the actual peg. Unscrewing it reveals the leg is hollow, with a map on the inside.
A Demigod who had one too many to drink. Return him to their dad to get a reward.
A shackled live Triton.
Several large pieces of perfectly polished sea glass.
An old boot mimic.
A bag of coins from different civilizations, not all of them are from recent civilizations, but all of them are covered in a black, viscous ooze.
A clam that’s sealed shut, with an unbreakable shell. If the shell is pried open, the clan starts signing sea shanties in the wrong key – very, very loudly.
A bottle with a map in it.
An entire campfire, still lit, that doesn’t burn anything.
A small red crab that speaks fluent Common with a melodic accent. Once in the boat it demands to be placed back under the sea.
A barnacle clad silver hand mirror, miraculously still intact. When you try to look at your reflection, you see yourself as a bloated dead corpse.
A sealed container with an important letter inside.
An odd & very fancy looking coffin that is sealed.
A sextant made of coral, covered in kelp.
A harpoon.
Gold coins that are (20d10 x 100) years old.
A whale screaming bloody murder.
The eggs of a kraken.
A very large squid. Could easily be mistaken for a kraken.
The skulls of Giants. 8 to be precise.
The Kraken
A shark with half-formed legs.
A shell inscribed with runes (a mermaid’s love poem).
A giant that was out for a swim. He got tangled in the net.
An octopus with a knife and a salty look in her eye.
A mysterious egg that doesn’t belong to any known species.
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nebuleeart · 3 years
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🌿🌵🌷🌼💐🌺
[ID: An infinitely tiling pattern featuring 6 digitally drawn terrariums on a dark grey background: a pink, bottle-shaped one with crystals, a tall jar with dark green leaves and bright red hibiscus flowers, a shorter, sand-coloured jar with cacti and succulents, a glass sphere with a circular cutout containing coral and other colourful reef vegetation, a gold-trimmed pyramid with glowing mushrooms inside, and a dome containing a variety of small wildflowers. END ID]
REDBUBBLE LINKS! 
Collection  ★  All-Over Design  ★  Crystals  ★  Coral Reef  ★  Desert  ★ Jungle ★  Mushrooms  ★  Wildflowers
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farmboyreef · 3 years
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Algae Barn Coupon codes for my Farm Hands
Algae Barn Coupon codes for my Farm Hands
15% to 25% OFF
World wide Code : America and all other countries (FarmBoy15) 15% off
Canada code (FarmBoyReef) 25% off
Hey Farm Hands,  
My 600 Gallon Hulk reef is powered by @algaebarn 💪💪. One step closer to creating a live ecosystem with biodiversity that’s full of benefits for my reef and picky fish. I used All Algae Barn products to bring my 600 to life. I started my reef will all dead sand and rock. Here are some before and after pictures of a dead reef to a thriving reef today. This is how I made my reef come to life with biodiversity I added live coralline algae in a bottle the Pink Fusion and the Purple Helix to get my rocks to start growing the coralline algae plus next I added The Ultimate Refugium Starter Pack
Everything you need to set up, start and seed a healthy refugium.
Setting up a new refugium? Looking to establish a copepod population in your tank? This hand-selected package is designed to make that simple and easy. There are two options when purchasing the Ultimate Refugium Starter Pack. The first option is receiving two shipments which is perfect for starting a new tank. The first shipment contains MarinePure Cubes and TurboStart 900 Live Nitrifying Bacteria to cycle your tank. The second shipment is sent one week later and contains our 5280 Pods three species live copepod blend, OceanMagik Live phytoplankton to keep them fed, and Live Clean macroalgae of your choice (Chaeto, Pom Pom, Red Ogo or Spike Sphere) for nutrient export. The second option contains all items in a single shipment. All Ultimate Refugium Starter Packs qualify for FREE Shipping. Here's a closer look at what's included:
Coralline Algae in a Bottle: Make Your Bare Rock Beautiful
One of the big yardsticks that reef aquarists commonly use to determine the health of a developing system (and particularly its readiness for stony coral culture) is coralline algae growth. These encrusting rhodophytes (red algae) give live rock an attractive, natural appearance and thwart the growth of ugly, less desirable hair and film algae. The easiest and surest way to get fast, early coralline algae growth is with Coralline Algae in a Bottle. Here, you get a choice of living pink (Pink Fusion®) or purple (Purple Helix®) corallines! Each product boasts several species of viable coralline algae spores. What's more, each includes live beneficial nitrifying bacteria! There is no faster way to turn your bare base rock into beautiful and vividly colored live rock.
Coralline Information:
Coralline Algae in a Bottle is a truly unique product in that it is developed in a laboratory and contains live coralline algae spores (some products are nothing more than a mixture of calcium and magnesium, purporting to merely support coralline algae growth). Though heavily inoculated with beneficial microbes, Coralline Algae in a Bottle (unlike seed material scraped from someone else's rock) poses no risk of introducing pests or parasites. There is no easier and safer way to turn your fresh base rock into a palette of bright pinks and purples--just the way healthy, natural live reef rock looks like! See below for more information.
My 600 gallon before adding Algae Barn products.
Hulk Reef after adding Algae barn products
PREMIUM LIVE FOODS
With live foods becoming more popular in the saltwater reef aquarium hobby, it is important to have a reliable source. Look no further, AlgaeBarn sells the most premium live foods. Not only are they premium, but there is a large variety of them as well. There are three different types of copepods as well as combinations such as Poseidon’s Feast and 5280 Pods. The Nano Brine is another great option for premium live food. Why is this important? Well, it significantly boosts the health of your marine fish, making them more colorful and less susceptible to disease. The live food sold at AlgaeBarn has a high nutritional value, making it an excellent choice to feed your fish. Live foods replicate what your fish would be eating in the wild. As saltwater aquarium hobbyists, we have the goal of making our aquarium as similar to the wild ocean as possible. So why not do the same with the food you feed your fish? One possible benefit of buying frozen food for your fish is that you don’t have to worry about the food dying and losing its value, except you don’t have to worry about then when buying from AlgaeBarn either. All live food has a 100% Alive On Arrival Guarantee. This makes buying dependable. If you find that the copepods or brine shrimp appear to be dead, you can make a DOA claim and receive a replacement. You can trust that AlgaeBarn has you covered in this unlikely event. Along with independent jars of live food, you can also purchase packs or kits that come with a few different kinds of food.  The Mandarin Feeder Kit, for example, comes with Nano Brine, 5280 Pods, and Can O’ Cyclops. Scroll down to see all of the great options you have to feed your fish.
600 GALLON PROGRESSION VIDEO
Virtual Meeting With The Brooklyn Aquarium Society
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