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#railraods
crownedstoat · 11 months
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everydayyoulovemeless · 6 months
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Hi! Could I request the SFW alphabet for Desdemona, please?
Also, I really like your username <3
➼ Word Count » 1.2k ➼ Warnings » None ➼ A/N » You're so sweet, Nonnie! Hope you had a nice day <3
A - Affection (How affectionate are they? How do they show affection?)
Dez isn’t a very physical person. She’s busy and doesn’t have the time or patience to do anything like that. Instead, she shows her affection through her words, vocally standing up for you or simply telling you how important you are to the Railroad (and her, but she doesn’t want to pick favorites).
B - Best friend (What would they be like as a best friend? How would the friendship start?)
In every timeline, the friendship starts with synths and the Railroad. She’s an incredibly supportive friend and always seems to be there whenever anything goes down. She’s not afraid to speak up for you and defend you whenever she deems it necessary. If you’re a part of her cause then you’re a part of her family, and she’d be damned if you caught any fire for it.
C - Cuddles (Do they like to cuddle? How would they cuddle?)
She’s not doing that, so you can just forget it. Touching isn’t her thing. The most you’d ever get is a firm pat on the back.
D - Domestic (Do they want to settle down? How are they at cooking and cleaning?)
One day she would. She’s more than a decent cook and would love to have a child, but for now, her job will have to come first. The apocalypse isn’t exactly the easiest environment to raise a child in, and her survival and the survival of those around her is the most important thing right now.
E - Ending (If they had to break up with their partner, how would they do it?)
She’d be very direct with you. She prefers it that way, whether that be the business-driven person within her or not. She’d give it to you straight and as professional as possible, although, the slightest bit of emotion is guaranteed to show.
F - Fiance(e) (How do they feel about commitment? How quick would they want to get married?)
She’s fine with commitment, but would rather wait till the Railroad was in a more stable place before officially tying the knot. Getting married in the middle of a war isn’t always the best course of action.
G - Gentle (How gentle are they, both physically and emotionally?)
Dez is just the right amount of gentle to where she’s kind but doesn’t coddle you. You’ll always get the truth from her and, unless you did something outrageous, she wouldn’t find it in her to shout at you or anything.
H - Hugs (Do they like hugs? How often do they do it? What are their hugs like?)
Her hugs are rare, only happening when something big has gone down. When you finally destroyed the Institute, she let out a huff of disbelief before enveloping you in a tight, albeit short, hug.
I - I love you (How fast do they say the L-word?)
She’s more of a “show don’t tell” type of person. She doesn’t say she loves you often, but you can always tell through her infinite actions. Sometimes she’ll give you extra boxes of Cram, and that’s how you’ll understand she cares.
J - Jealousy (How jealous do they get? What do they do when they’re jealous?)
Dez feels very secure in herself and her relationships and just doesn’t have it in her to feel jealous of anyone. She will, however, get pretty vocal if she notices someone getting a bit too handsy with you, but it’s more so you don’t feel uncomfortable than her being jealous.
K - Kisses (What are their kisses like? Where do they like to kiss you? Where do they like to be kissed?)
Firm and long. She never knows when one kiss will be your last, so she always makes sure they count, and they’re always on your lips.
L - Little ones (How are they around children?)
She’s amazing with kids. Dez doesn’t always get the chance to be around them in her line of work, so she likes to make a point of playing along whenever she does. She’ll humor their questions, and hand them little trinkets and whatnot.
M - Morning (How are mornings spent with them?)
Mornings are spent restocking the deaddrops and mapping out the next course of action.
N - Night (How are nights spent with them?)
The nights are spent counting heads to make sure everyone survived another day, before taking a quick smoke break in the pews of the church.
O - Open (When would they start revealing things about themselves? Do they say everything all at once or wait a while to reveal things slowly?)
She’s built on secrecy, therefore it’s incredibly important for her to slowly introduce things about herself to you. She’s a huge political figure in the Commonwealth currently, and can’t afford to have any weakness for the time being.
P - Patience (How easily angered are they?)
The only way she’d get angry is if you recklessly put someone’s life in danger, but other than those extreme cases, she's an incredibly level-headed individual.
Q - Quizzes (How much would they remember about you? Do they remember every little detail you mention in passing, or do they kind of forget everything?)
Are you kidding? She remembers everything. From the exact words, you said down to the date you both met. What kind of leader would she be if she didn’t catch everything in passing?
R - Remember (What is their favorite moment in your relationship?)
Her favorite moments are those rare occasions when the two of you walk down to Bunker Hill together to discreetly pass messages to other agents, before hitting the bar.
S - Security (How protective are they? How would they protect you? How would they like to be protected?)
Dez is VERY protective, but she’s sorta that way with everyone under her. Of course, she expects that same loyalty in return, but truly, if it ever were to come down to it, she’d very willingly take a bullet for you.
T - Try (How much effort would they put into dates, anniversaries, gifts, everyday tasks?)
Not much, she hardly hands you gifts. She’ll reminisce and thank you for everything you do, but she hardly has the time to search for gifts to give you.
U - Ugly (What would be some bad habits of theirs?)
She's almost always stressed and can sometimes start projecting it onto you. It usually comes in the form of her snapping, but she definitely tries her best to keep herself calm.
V - Vanity (How concerned are they with their looks?)
She'll do small things to touch up here and there, but nothing big. She just thinks it's important to look somewhat presentable when you're expected to lead an entire movement. She refuses to look like a hobo.
W - Whole (Would they feel incomplete without you?)
In short, no, Dez is a very independent person and makes a point to never be too attached to anyone.
X - Xtra (A random headcanon for them.)
She's a caffeine addict and is almost always drinking any form of coffee or nuka-cola drinks she can find.
Y - Yuck (What are some things they wouldn’t like, either in general or in a partner?)
Someone inconsiderate or irresponsible. She needs someone willing to stick by her and make rational decisions, not only for themselves but for everyone around them.
Z - Zzz (What is a sleep habits of theirs?)
Whenever she has time. It's very sporadic and unplanned, but she's adapted fairly well to it.
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nthflower · 10 months
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I was walking and swimming in beach with Hancock and then some vertibird was shooting something I didn't care then omg they are shooting a courser I am ally with both sides and hate them both but like coursers what to do now and then I looked and courser was only x6. My boy carries whole institute in his shoulders.
Average courser is very deadly and dangerous factoid actually a statistical error, courser x6-88 who lives in institute and complete 100.000 institute mission each day is am outliner and should not have counted.
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lunar-moji · 2 years
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honestly should have posted this like 2 weeks ago
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elbiotipo · 8 months
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genuine question, isn't the panamerican railraod technically impossible due to the Darian Gap or was that made up imperialist bullshit
Well, the Darién Gap is some rather rugged marsh and jungle mountain terrain, but that does not make it technically impossible. But more importantly, there are many native peoples who live there, as well as natural preserves, and so there is much opposition to build a railroad (or the current lame highway) over there. As much as I would love a pan-american railroad, the rights of those people come first.
You can find more info here, I'm far from an expert.
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worldrandom · 6 months
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Pennsylvania State Facts
Found by william Penn
highest amish rate
one the OG 13 founding states
1st paino by Johann Behienh
1st computer
1st zoo 7-1-1874
president lincoln did his speech in Gettysburg PA
US mint in Philadelphia 1792
1st Public Library
1st Amercian Flag 1777
Philadelphia :city of bortherly love"
The Keystone State
Lancaster state capital 1799-1812
produces more mushrooms than any state
home to five fortune 1000 companies
426 bike lanes in Philly
Rockville Bridge longest stone masonry arch railraod bridge
harrisburg pa national civil war museum 29,000 items
state capital Harrisburg
of counties 67
1 us born president
state size 46,055
population 12,972,008
highest point mount davis 3213 ft
lowest point delware river
length 280 miles
width 160 miles
state motto viture liberty and independce
nople prize winner 10
famous people 6
state tree hemlock
state ship us brig niagara
state song Pennsylbvania
statew animal white tail deer
state plant Penn gifr crownvetch
stated fossil phacopsrana
state dog great dane
state insect pennsylania firefly
state fish brook trout
state flower moutian laurel
state game bird auffeds goose
state aircraft piper 3-3 club
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I know you probably have all your western content planned out already but you can do this later. Trains, just like trains. Faster than horses, more accessible than teleportation. Trains are wonderful bringers of civilization & societal unifiers. Also they’re like really, really cool.
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Drafting the Adventure: On track With Trains
I agree Anon, trains are cool. But you know what's not cool? Slavery, Racism, Corruption, and the industrial engine of exploitation that forces the poor and desperate to suffer endless hardship so that governments and tycoons can enrich themselves.
I have always loved trains, they were one of my first hyperfixations, and as someone who goes nuts for sustainable urban design I will gladly hype up the development of any and all rail systems . Sadly, like most other iconic elements of the industrial past, they were born out of widescale abuses that we all to commonly whitewash as signs of progress. The rail industry was built by robber barons looking to exploit government contracts in order to graft as much as they could as cheaply as possible, and to do so they employed virtual slave labor to keep costs low and progress steady. Because the rails were a matter of government interest, any time there was a labor strike (be it laying the rails itself or the production of materials or fuel) or the company simply wanted to appropriate someone else's land to build over, the military was dispatched to brutally pave the way. Think the development of the north American highway system in the 50s and 60s, or the pipeline protests today, and you'll understand how those contemporaries might think of the railroad. Yes, it benefits quite a lot of people, but others have their homes destroyed, all in the name of "civilization".
Now, below the cut I'm going to get into the nitty gritty of how trains might be introduced to a setting and how they change the pace of a campaign, but for the moment, here are some quick and dirty Adventure Hooks for you all to enjoy, sans history/civics lesson:
Just when the party needs to cross the rails as fast as possible, the train they're riding in is subject to a robbery, paradoxically forcing them to think fast while slowing their transportation plans to a crawl. In all the commotion, they might make a good impression on a first class passenger, possibly learning themselves a future ally or at least some good press.
The party is hired by the survey office of a rail company to protect their cartographers on a weeks long journey into the wilderness. There's a powerful monster lairing nearby, is the pay worth it to go disturb the beast?
In order to prevent a villain from shipping troops and supplies across country, the party are tasked with blowing up a key bridge. Do they do the job quick and give their enemy time to plan around it, or do they do the merciless option and time the bridge's destruction to when one of those trains full of soldiers is crossing over it.
Need to know news from across the whole nation? sure, swapping tales at the local tavern is a classic, but no one knows gossip like the folk who hop trains looking for work this way and that. Show up with a bottle to share and a story to spin and you might find yourself learning a few things among the tramps and vagabonds
Something about the liminal nature of train stations means that they're impromptu crossing points to the feywild, the way that standing stones or ruined arches might've been in a past era. Beware of boarding trains that seem deserted, pull in through the mist, or bear the markings of companies you do not recognize.
History: Trains emerged as an evolution of cart technology, as in the desire to move goods and materials from one place to another, we as humans realized that regular old wheels tended to make roads and other paths into pitted slogs by repeated use, and we invented carts that moved on rails instead. Eventually when engines got small and efficient enough to start doing the job of everyday people, we figured out a cart that could move itself with a little oversight, and the train picked up steam from there.
What began then was a patchwork of individual businesses building railways to improve their efficiency, leading to the development of railway companies specialized in installing these sorts of transit mechanisms at their client's expense. Eventually these companies started to pitch themselves to governments (who themselves were made up of business owners) and there was a sudden explosion of rail across the industrialized and colonized portion of the globe.
In order for you to have rail travel in your games ( even if you don't end up using steam engines), you're going to need powerful, centralized governments to make it all work, as individual nobles and landholders will likely be too squabbling to organize such a project, muchless have the funds. Any kingdom/empire/state with an interest in moving goods quickly from one location to another can build rail lines, with the added benefit of being able to project power across vast reaches of territory by way of deploying troops along the rails.
Rail travel makes cities and their surrounding settlements explode in size, expediting the flow of goods and supercharging the economic engines that communities already relied on. This allows for industry to be centralized specialized, and their products to be widely distributed, raising the general standard of living by allowing people in far off corners of the territory to have access to the same goods/tools/medicines as those living in the nation’s capital. 
Gampeplay:  Much like airships, railways change the way that campaigns have to be run, though rail travel tends to be available to the party much earlier in their adventures. 
Travel between major settlements becomes near instantaneous, cutting down on the random encounters that might fill out an early game party’s XP . Compensate for this by having social encounters that occur on/waiting for the train, allowing the party to make contacts that they’ll be able to follow up on later in the game. 
Alternatively, if you’re running an open world/travel based game, consider having the first few adventures occur in a region not yet connected to the rail network, to give them a bitesized taste of freedom before graduating to the larger map. This could be by traveling overland to a larger town, or by completing some quest that allows the railroad to finally be extended to their starting town. 
Train companies become powerful movers and shakers on the political chessboard, rivaling merchants and powerful nobles as they act as both villains and potential patrons for players. In your classic d&d world, these companies are likely to be a constant source of monster contracts wanting to keep their most profitable lines clear of interruption or attack. 
Everything is closer together now that the rails connect everything, meaning that if you want your party to venture out into the wilderness, you’ll likely have to put your hidden vaults full of mcguffins further out past whatever frontier town is the end of the line. Concurrently, Villains can now execute plans across a far larger territory with much fewer minions, which means multiple antagonistic groups might be playing around in a single settlement without the players even realizing it. 
Paradoxically, those areas that the railway allows most people to skip past may become increasingly adventure-prone, as wilderness without adventurers to brave it will become increasingly wild, and settlements excluded from the railroad’s prosperity may become a haven for those wishing to avoid the scrutiny of the masses. 
I hope that helps anyone thinking of including trains into their campaign, but I might do a follow up to this after doing a little more thinking on the subject. 
Art
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Iron Horse
Photo By (nate)
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flemyth · 3 years
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Tour of the Commonwealth {1/?} → Railroad HQ
“It's a long and dangerous road for synths who want freedom. Few try. Even fewer succeed.”
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onceuponatown · 3 years
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Minneapolis, Minnesota. Chicago, Milwaukee and Saint Paul Railway Station, circa 1920.
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hekiqoo · 3 years
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暖簾をくぐる pass through the curtain
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viaravt · 3 years
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"Gender isn't real, it's a marketing ploy used to sell Americans more blue and pink explosives" I fucking love Well There's Your Problem. Come for the engineering disasters, stay for the hilarious commentary
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ageofsteam · 2 years
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Chapter 1 page 9
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Glorious Old North Church, 2288
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wordfromoursponsor · 3 years
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“Every Monday night--set your dial for the Railroad Show Train. It’s loaded with celebrities” (1948)
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