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offlineallthetime

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offlineallthetime
11 months ago

50 Fantasy Prompts: Cultures and Societies. Writers Save this!

1. Luminae

- A society that worships light and revolves around bioluminescent creatures.

- Gesture: Raising both hands to the sky and opening palms to signify receiving light.

- View: Light is considered the purest form of energy and the ultimate source of life.

2. Mistral Nomads

- Wind travelers who harness the power of the breeze for navigation and communication.

- Gesture: Whispering into a small vial and releasing it into the wind, symbolizing sending a message.

- View: The wind carries the voices of ancestors and guides the living.

3. Veilwalkers

- Inhabitants of the mist who can see and manipulate spirits.

- Gesture: Drawing a veil across the face to communicate with spirits.

- View: The world of the living and the dead are separated by a thin veil that can be crossed.

4. Starforged

- People born under specific constellations with unique abilities tied to their birth star.

- Gesture: Touching a constellation tattoo to activate its power.

- View: Stars are the eyes of the gods, watching over and guiding them.

5. Shadecloaks

- Masters of shadow magic, living in perpetual twilight.

- Gesture: Merging fingers into the shadows, symbolizing blending into the darkness.

- View: Shadows are protective, hiding them from danger and giving them strength.

6. Seraphians

- Winged beings who consider themselves guardians of the skies.

- Gesture: Unfurling wings in a greeting, showing trust and openness.

- View: The skies are sacred, and flight is a divine gift.

7. Pyrosages

- Fire-wielders who live in harmony with volcanic landscapes.

- Gesture: Holding a flame in one hand while placing the other hand over the heart, symbolizing passion and life.

- View: Fire is a cleansing force, both destructive and renewing.

8. Aquafolk

- Ocean dwellers with the ability to breathe underwater and communicate with marine life.

- Gesture: Creating ripples in water with a fingertip to convey emotions.

- View: Water is a mirror of the soul, reflecting true feelings and intentions.

9. Silvan Elves

- Forest guardians who blend seamlessly with their environment.

- Gesture: Touching foreheads with a leaf, symbolizing unity with nature.

- View: All life is interconnected through the roots of the great tree.

10. Necrochanters

- A culture deeply connected to the afterlife, able to communicate with and summon spirits.

- Gesture: Drawing a circle with ashes to summon spirits.

- View: Death is not the end but a transformation to another state of being.

11. Stonekin

- Rock-like beings who can manipulate earth and stone.

- Gesture: Pressing a hand to the ground to communicate with the earth.

- View: The earth holds ancient wisdom and the memories of their ancestors.

12. Aetherians

- Masters of air magic, capable of floating and flying at will.

- Gesture: Raising arms and fingers to mimic the flow of air currents.

- View: The air is filled with invisible threads that connect all living beings.

13. Chronomancers

- Time-benders who can manipulate past, present, and future.

- Gesture: Tapping a timepiece rhythmically to alter time flow.

- View: Time is fluid and can be molded to fit the needs of the moment.

14. Dreamforgers

- People who can enter and manipulate dreams.

- Gesture: Weaving fingers in intricate patterns while in a trance.

- View: Dreams are a bridge between realities, holding power and prophecy.

15. Sunseekers

- Pilgrims who follow the path of the sun, gaining strength from its light.

- Gesture: Holding a hand above the heart to swear oaths under the sun’s gaze.

- View: The sun’s light is a witness to all promises, giving them sacred weight.

16. Frostborn

- Ice-dwellers with control over cold and frost.

- Gesture: Exhaling a cold breath to signify agreement or truth.

- View: Ice preserves and protects, holding the essence of life.

17. Songhearts

- A musical culture that uses songs and sound for magic.

- Gesture: Placing a hand over the throat and singing a single note to show sincerity.

- View: Music is the language of the heart and the most honest form of communication.

18. Runecarvers

- Inscribers of powerful runes that grant various abilities.

- Gesture: Tracing runes in the air or on surfaces to cast spells.

- View: Runes are the written words of the gods, containing immense power.

19. Stormcallers

- Masters of weather, able to summon and control storms.

- Gesture: Raising a staff to the sky to summon storms.

- View: Storms are the breath of the gods, bringing both fury and renewal.

20. Plainsriders

- Nomadic horsemen known for their speed and agility.

- Gesture: Drawing a circle in the dirt with a foot to mark territory or signal peace.

- View: The open plains are a vast, sacred expanse that must be respected.

21. Mycologians

- Mushroom-like beings who can communicate through spores.

- Gesture: Spreading spores by tapping a mushroom cap to communicate.

- View: Fungi are the bridge between life and decay, recycling energy.

22. Glimmerfolk

- Glittering, gem-encrusted people who can harness the power of precious stones.

- Gesture: Touching gemstones to channel their energy.

- View: Crystals are vessels of ancient power and knowledge.

23. Thornclad

- A warrior culture clad in thorny armor, known for their fierce combat skills.

- Gesture: Clasping hands with thorned gloves to signify a bond or agreement.

- View: Pain and resilience are intertwined, symbolizing strength.

24. Celestials

- Star-born beings with a deep connection to the cosmos.

- Gesture: Drawing constellations in the air with glowing fingers.

- View: The night sky is a map of destiny, guiding their every action.

25. Inkshapers

- People who can bring drawings and tattoos to life.

- Gesture: Drawing a symbol on their skin to activate a spell.

- View: Ink and art are extensions of the soul, capable of bringing thoughts to life.

26. Mirageweavers

- Desert dwellers who can create illusions and mirages.

- Gesture: Waving hands to create illusions and mirages.

- View: Reality is fluid and can be shaped by perception and will.

27. Echoers

- A culture that communicates and fights using echoes and soundwaves.

- Gesture: Clapping or snapping fingers to create soundwaves for communication.

- View: Sound is a powerful force that can shape the world around them.

28. Ironveins

- Metal manipulators who can shape and control metal at will.

- Gesture: Clenching fists to channel metal manipulation.

- View: Metal is a living force, constantly evolving and reacting.

29. Wyrmkin

- Dragon-like people with scales and the ability to breathe fire.

- Gesture: Exhaling a plume of smoke or fire to show respect or power.

- View: Dragons are the ultimate beings, embodying wisdom and might.

30. Duskborn

- Night-dwellers who gain strength from the moon.

- Gesture: Holding a candle to their chest, symbolizing the light within the darkness.

- View: Darkness is not to be feared, but embraced as a part of the natural cycle.

31. Crystalhearts

- A society with crystalline bodies that can refract light and energy.

- Gesture: Touching their heart crystal to show honesty and purity.

- View: Crystals are the heart of their being, reflecting their true selves.

32. Skyforgers

- Builders of floating cities and airships.

- Gesture: Hammering an invisible anvil to craft objects from thin air.

- View: The sky is a forge, and they are its smiths, creating wonders from the air.

33. Leafkin

- Plant-based beings who can photosynthesize and communicate with flora.

- Gesture: Placing a leaf in the palm to connect with nature.

- View: Leaves and trees are the lifeblood of the earth, nourishing all.

34. Sandshapers

- Desert people who can control and shape sand.

- Gesture: Drawing patterns in the sand to communicate or cast spells.

- View: Sand is a canvas for their magic, constantly shifting and changing.

35. Moonshadow Elves

- Elves who live in the shadows of the moon, skilled in stealth and night magic.

- Gesture: Casting moonlight on their face to invoke lunar power.

- View: The moon is a guide and protector, influencing their magic and lives.

36. Bloodrunes

- Warriors who use their own blood to inscribe powerful runes.

- Gesture: Pricking a finger to draw blood and create runes.

- View: Blood is the essence of life, and through it, they gain power.

37. Dreambinders

- People who can link their dreams to reality.

- Gesture: Twining fingers together to weave dreams into reality.

- View: Dreams are powerful forces that can shape and change the world.

38. Thunderclans

- Tribes who worship and control thunder and lightning.

- Gesture: Stamping feet or clapping hands to summon thunder.

- View: Thunder is the voice of the gods, a call to action and power.

39. Feywilders

- Inhabitants of the fey realm with unpredictable and chaotic magic.

- Gesture: Dancing in a circle to invoke fey magic.

- View: The fey are mischievous yet powerful, their magic a blend of chaos and beauty.

40. Mirrorborn

- People who can step through and manipulate mirrors.

- Gesture: Touching mirrors to travel or communicate.

- View: Mirrors are portals to other realities, reflecting infinite possibilities.

41. Wispwalkers

- Ethereal beings who guide lost souls.

- Gesture: Holding a wisp of light to guide lost souls.

- View: Wisps are guides and protectors, leading them through darkness.

42. Frostweavers

- Ice artisans who create intricate and magical ice sculptures.

- Gesture: Weaving ice crystals into intricate patterns.

- View: Ice is a delicate and beautiful force, capable of great power.

43. Starwardens

- Celestial knights who protect the realms from cosmic threats.

- Gesture: Drawing star maps in the air to invoke celestial power.

- View: The stars are guardians, watching over and protecting them.

44. Emberkin

- Fire-dwellers with control over embers and ash.

- Gesture: Snapping fingers to produce sparks and embers.

- View: Embers hold the remnants of fire’s spirit, representing both the end and beginning of the flame.

45. Oceanborne

- Sea nomads who can control the tides and waves.

- Gesture: Drawing water symbols in the air to summon sea spirits.

- View: The sea is a vast, living entity, a source of mystery and power.

46. Windwhisperer

- Communicators with the wind, able to send messages across great distances.

- View: The sky is a living entity, responsive to the voices of those who respect it.

- Gesture: Moving gracefully to mimic the flow of the wind.

47. Etherseekers

- Gesture: Holding out their hands to draw ether into themselves.

- View: The ether is a vast reservoir of magic, accessible to those who seek it.

48. Twilight Guardians:

- Gesture: Holding a lantern to light the way through twilight.

- View: Twilight is a sacred time, a bridge between day and night.

49. Windwalkers

- Gesture: Moving gracefully to mimic the flow of the wind.

- View: The wind is a messenger of the gods, carrying whispers of destiny and change.

50. Eclipsewatchers

-Gesture: Covering one eye while the other remains open to signify balance

- View: Eclipses represent the merging of light and dark, a time of balance and reflection.

---

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50 Fantasy Prompts: Cultures And Societies. Writers Save This!
50 Fantasy Prompts: Cultures And Societies. Writers Save This!
50 Fantasy Prompts: Cultures And Societies. Writers Save This!
50 Fantasy Prompts: Cultures And Societies. Writers Save This!
50 Fantasy Prompts: Cultures And Societies. Writers Save This!
50 Fantasy Prompts: Cultures And Societies. Writers Save This!
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offlineallthetime
11 months ago

How to Write a Ruthless Character

A ruthless character is all about the endgame. They don’t care how they get there, lying, cheating, using others, it’s all fair game as long as they win. When writing them, show how they can cut off any distractions or emotions, making decisions that others would hesitate over.

These characters don't let feelings get in the way. Compassion, guilt, regret? Nah, they don’t have time for that. Show how they can turn off their emotions and make choices purely based on logic. They’ll do things that seem heartless to everyone else, but for them, it’s just another part of the plan. It’s not that they don’t feel anything, they just choose not to.

Boundaries? What boundaries? A ruthless character doesn’t care about rules unless they can bend them to get ahead. They’ll do things no one else dares, crossing lines others are too scared to even approach. The more uncomfortable their actions make people, the more it emphasizes just how far they’re willing to go. For them, pushing limits is just another day.

They don’t act on impulse. Every move they make is planned, and every risk they take is calculated. They weigh the pros and cons before acting, and they’re always three steps ahead of everyone else. Writing a ruthless character means showing that they’ve already figured out how to win while everyone else is still trying to figure out the rules.

Betrayal is their go-to move when things get tough. Friends, allies, even people who trust them, no one is safe. They’ll turn on anyone if it benefits them. And the best part? They’ll sleep just fine afterward. Show how others react to their betrayals, shocked, hurt, furious, while your ruthless character shrugs it off like, “It had to be done.”

offlineallthetime
11 months ago

it’s all about how the moriarty brothers love each other so much but none of them believe they deserve that love.

albert sees himself as poison, corrupted from birth. he recruits william and louis and he ruins them too, dragging them down to his level. he sees himself as fundamentally lesser than the two of them, and how he thinks he’s tricking them into loving a lie, a version of himself he can never be.

and how william knows he is his brothers’ idol, and he did that to himself, but it also means that no one can understand him. he has to do it to fix the world, to make it better for his brothers, but it makes him so, so lonely. and how he also knows he is a devil, and he can’t let himself bring his brothers down with him.

and louis knows that his brothers want him to be a part of their better world but doesn’t realize until too late that he’s going to live there alone. he wants to be there for them but they won’t let him in, and he’s helpless to do anything as his brothers burn themselves out for him. he never asked for it and he never wanted it and he can’t bring himself to tell them that.

it’s how louis just came along with william, albert didn’t really want him and louis knows it. how albert wanted a new world first and a sibling second. how william longs for connection but refuses to let himself have it.

how they love each other but they don’t think they deserve each other. how they all see themselves as the odd one out, the one that the others would be better without.

doomed romance? pfft. doomed siblings. that’s where it’s at


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offlineallthetime
1 year ago

Medieval Nobility: Ranks, Titles, Authority

Reference for Historical Fantasy Setting--Writers save this!

1. Emperors and Empresses

Rank: Supreme

Territory: Vast empires, often comprising multiple kingdoms.

Titles: Your Imperial Majesty

Authority:

- Ultimate sovereign power over multiple regions or kingdoms.

- Capable of enacting laws and decrees that influence entire empires.

- Commanders of large, imperial armies and navies.

- Oversee administration across vast territories, managing both justice and taxation.

- Engage in high-stakes diplomacy with other empires and realms

2. Kings and Queens

Rank: High

Territory: A single kingdom.

Titles: Your Majesty

Authority:

- Absolute rule within their kingdom, capable of legislating and decreeing laws that impact their entire realm.

- Lead the kingdom's military forces and are the highest judicial authority.

- Oversee administration, including management of the kingdom's justice system and tax collection.

- Conduct diplomacy with foreign powers such as neighboring kingdoms and empires.

3. Princes and Princesses

Rank: Royalty, often next in line for the throne

Territory: Varies, often given duchies, counties, or smaller regions to govern.

Titles: Your Highness

Authority:

- Dependent on position; typically serve as advisors to the king or queen and govern specific territories.

- Can command military forces, administer justice, and oversee taxation within their assigned lands.

- Play significant roles in court politics and are often key players in diplomatic missions or alliances.

- As heirs, princes and princesses are groomed for future rule, receiving responsibilities that prepare them for kingship or queenship.

4. Grand Dukes and Grand Duchesses

Rank: High

Territory: Large regions, often exceeding standard duchies in size and influence.

Titles: Your Grace

Authority:

- Command significant regional power, governing over numerous counts, barons, and lesser nobles.

- Ability to enact regional laws, oversee justice, and manage estates across vast territories.

- Command regional military forces, often pivotal in defending or expanding the realm.

- Conduct regional diplomacy and maintain relationships with nearby territories.

5. Archdukes and Archduchesses

Rank: High

Territory: Large, often strategically or ceremonially important regions.

Titles: Your Grace

Authority:

- Hold considerable sway in both local and imperial court politics.

- Exercise legislative power, control estates, and command military forces within their territories.

- Responsible for the administration of justice and collection of taxes in their lands.

- Engage in diplomatic negotiations at both the local and imperial level.

6. Dukes and Duchesses

Rank: High

Territory: Duchies.

Titles: Your Grace

Authority:

- Exercise significant influence, overseeing the administration of their duchies.

- Govern large estates, enact local laws, and command regional military forces.

- Oversee justice, taxation, and maintain order within their lands.

- Engage in diplomacy, often acting as key regional liaisons with neighboring nobles and the crown.

7. Marquises and Marchionesses

Rank: High

Territory: Marches or border territories.

Titles: My Lord/My Lady or Your Lordship/Your Ladyship

Authority:

- Tasked with defending frontier regions, holding vital military responsibilities.

- Oversee the administration of law, justice, and taxation within their border territories.

- Command border garrisons and protect the realm from external threats.

- Often engage in frontier diplomacy, managing relations with nearby foreign powers.

8. Counts and Countesses

Rank: High

Territory: Counties.

Titles: My Lord/My Lady or Your Lordship/Your Ladyship

Authority:

- Govern counties, ensuring law and order, tax collection, and justice administration.

- Oversee estates, command local military forces, and implement local laws.

- Conduct regional diplomacy and manage relationships with neighboring lords and the crown.

9. Earls and Countesses (Primarily British Context)

Rank: High

Territory: Counties.

Titles: My Lord/My Lady or Your Lordship/Your Ladyship

Authority:

- Similar to counts, earls govern counties, overseeing local governance, law enforcement, and tax collection.

- Command local military forces, often participating in regional defense.

- Engage in local diplomacy, managing relationships with surrounding nobles and the crown.

10. Viscounts and Viscountesses

Rank: Intermediate

Territory: Sub-regions within counties.

Titles: My Lord/My Lady or Your Lordship/Your Ladyship

Authority:

- Act as deputies or assistants to counts or earls, managing smaller estates and overseeing local justice.

- Enforce laws, collect taxes, and maintain order within their territories.

- Command smaller local military forces.

- Manage local diplomacy, often representing higher lords in negotiations.

11. Barons and Baronesses

Rank: Lower Nobility

Territory: Smaller estates.

Titles: My Lord/My Lady or Your Lordship/Your Ladyship

Authority:

- Govern their lands, maintaining local law and order, and providing military support to higher-ranking nobles.

- Responsible for the administration of justice, tax collection, and estate management within their lands.

- Command small local forces and contribute to the defense of the kingdom.

- Engage in local diplomacy, often representing higher-ranking nobles in smaller disputes or agreements.

Medieval Gentry

The gentry represented the upper-middle class of medieval society, often possessing land, wealth, and influence, though they were not part of the nobility. They held important local roles and contributed significantly to governance, military, and economics at the regional level.

1. Knights

Rank: Upper Gentry

Territory: Typically smaller manors or estates.

Titles: Sir/Dame

Authority:

- Sworn military service to a higher noble or the crown, responsible for local defense and enforcement of law and order.

- Managed estates granted to them, overseeing agricultural production and local administration.

- Often served as local judges or sheriffs, ensuring justice in their regions.

- Held significant status in society due to their martial role, often participating in tournaments and other chivalric events.

2. Esquires (Squires)

Rank: Upper Gentry, typically below knights

Territory: Often managed smaller estates or served as aides to knights.

Titles: Esquire

Authority:

- Served as apprentices or attendants to knights, gaining experience in military tactics and estate management.

- Held responsibilities in local governance, such as collecting taxes and overseeing the workforce.

- Managed the day-to-day affairs of estates, particularly if the knight or lord was away in service.

- Held potential for knighthood, depending on service and recognition by higher nobles.

3. Gentlemen and Gentlewomen

Rank: Gentry, below esquires

Territory: Often owned small estates or managed properties for wealthier lords.

Titles: Mister/Mistress

Authority:

- Possessed land and wealth but did not typically hold titles of nobility.

- Often served as local officials, such as justices of the peace or mayors, contributing to the administration of justice and local governance.

- Acted as stewards for larger estates, managing agricultural production and tenant relations.

- Enjoyed a degree of prestige due to their education, wealth, and societal position, often involved in trade or finance.

4. Yeomen

Rank: Lower Gentry, often wealthy commoners

Territory: Small farms or lands, usually worked by themselves or with hired labor.

Titles: Yeoman

Authority:

- Owned or leased their land, making them independent farmers who were economically stable.

- Often served in the militia or as archers in times of war, providing military service in exchange for protection and privileges.

- Held responsibilities in local governance, such as acting as jurors or local officials.

- Represented a prosperous middle class, often rising in status through hard work and successful management of their lands.

5. Merchants

Rank: Lower Gentry, wealthy commoners with commercial influence

Territory: Based in towns and cities, owning shops, warehouses, or trade routes.

Titles: Master/Mistress

Authority:

- Held economic power through trade, commerce, and banking, often becoming influential in local councils or guilds.

- Managed extensive trade networks, both locally and internationally, playing a crucial role in the economic life of the region.

- Acted as benefactors, sponsoring local events, religious institutions, and sometimes even providing loans to the nobility.

- Often accumulated significant wealth and influence, sometimes enough to purchase land and enter the gentry class through marriage or royal favor.

6. Clergy (Higher Ranks)

Rank: Gentry (non-noble but influential)

Territory: Managed ecclesiastical estates or served in key positions within the Church.

Titles: Father/Mother, Brother/Sister, Reverend

Authority:

- Held power over church lands, overseeing agricultural production, taxation, and local governance.

- Served as local religious leaders, offering spiritual guidance and administering sacraments to the community.

- Often involved in local and regional politics, acting as advisors to both nobility and commoners.

- Collected tithes and other forms of ecclesiastical income, contributing to both church and community projects.

People could gain nobility through various means in medieval society, though the process often required the favor of the monarch or other high-ranking nobles.

1. Birthright (Hereditary Nobility)

- Inheritance

The most common way to become a noble was by being born into a noble family. Titles and lands were typically passed down through generations, with the firstborn son often inheriting the majority of the family’s wealth and title (primogeniture). In some cases, titles could also pass through female lines if no male heirs existed.

- Titles Inherited

Children of nobles inherited their parents' ranks, becoming dukes, counts, barons, etc., upon their death or abdication.

2. Royal Favor or Granting of Titles

- Ennoblement by the Monarch

A king, queen, or emperor could grant titles of nobility as a reward for loyal service, significant achievements, or contributions to the kingdom. This could include elevating a loyal knight to a baron, a wealthy merchant to a count, or a successful general to a duke.

- Acts of Valor or Service

Displaying extraordinary bravery in battle or performing a critical service to the crown, such as negotiating treaties or managing crises, could result in ennoblement.

- Financial Support or Gifts

Wealthy individuals who provided substantial financial support to the crown or military might be rewarded with a noble title.

3. Marriage

- Marrying into Nobility

A commoner could gain noble status by marrying someone of noble birth, although this often depended on the consent of the noble family and the monarch. Marriage alliances were key to both maintaining and enhancing noble status, as they could bring new lands, wealth, or military alliances into the family.

- Dowries and Alliances

In some cases, wealthy or influential commoners could arrange marriages with lesser nobles by offering a substantial dowry or political alliance, which could lead to their family entering the nobility over time.

4. Military Achievement

- Knighthood

A commoner could be knighted for bravery, loyalty, and exceptional service in battle. Knighthood was a step towards nobility and often the gateway to further titles. Knights who distinguished themselves could be granted estates or titles, eventually rising into the nobility.

- Military Leadership

Successful generals or commanders could be rewarded with noble titles and lands for their leadership in protecting or expanding the kingdom.

5. Clerical Elevation

- High Church Positions

Bishops, archbishops, and other high-ranking clergy often held noble titles or lands. While clergy were technically separate from the lay nobility, the church wielded significant power. Clerics of humble origin who rose to positions of influence within the church could gain noble status through church appointments or by receiving land grants from the monarch.

- Influence over Secular Affairs

Clergy who played key roles in advising or assisting the crown could be rewarded with lands and titles, blurring the lines between ecclesiastical and secular power.

6. Wealth and Land Ownership

- Accumulation of Wealth

Wealthy commoners, particularly merchants, financiers, or landowners, who accumulated significant land or financial influence could sometimes purchase noble titles or secure them through royal favor. This was more common in later medieval periods and into the Renaissance when wealth became increasingly influential in determining status.

- Purchasing Titles

In some cases, particularly in financially troubled realms, noble titles could be outright purchased from the monarch. This was controversial but became more common in later periods.

7. Legal and Political Achievements

- High Office

Serving in a high office, such as a chancellor, treasurer, or other key political position, could lead to ennoblement. Those who proved their loyalty and effectiveness in governing could be rewarded with titles and land.

- Diplomatic Success

Successful diplomats who negotiated critical treaties or alliances might be granted noble titles as a reward for securing peace or expanding the influence of the realm.

8. Adoption and Favor by Nobles

- Adoption

In rare cases, a noble without heirs might adopt a commoner or relative, raising them to noble status and making them the heir to the title and estates. This required the consent of the monarch and was often done to preserve the family name and estate.

- Favoritism

Individuals who became favorites of the monarch or powerful nobles—such as courtiers, artists, or scholars—might receive titles, estates, and positions in return for their service or companionship.

9. Conquest or Seizure

- Conquest

Nobility could also be gained through conquest. A warlord or leader who seized land and power could eventually claim a noble title, often through negotiations with the crown or by force of arms.

- Seizing Titles

During times of turmoil, individuals who rose to power by overthrowing or displacing existing nobles could claim their titles, provided they gained the monarch’s recognition or solidified their power through force or alliances.

10. Elevations through Legal or Social Changes

- Social Mobility

In later medieval periods, legal reforms and social changes allowed for some mobility between the classes. Wealthy or influential commoners could leverage their status to gain noble titles, particularly in times of economic or political upheaval.

- Inheritance Laws

Changes in inheritance laws, such as the decline of strict primogeniture, sometimes allowed for non-traditional heirs to rise to nobility.

Gaining nobility typically required a combination of wealth, land, military service, and favor from the existing nobility or monarchy. It was a complex process, often intertwined with the politics, wars, and social structure of the time.

Medieval Clergy

The medieval clergy held a significant place in society, balancing religious duties with political power. The Church's hierarchy mirrored that of the nobility, with various ranks conferring different levels of authority, responsibility, and influence. Unlike the nobility, positions in the clergy were not inherited but achieved through devotion, education, and sometimes political maneuvering.

1. The Pope

Rank: Supreme Head of the Catholic Church

Territory: The entire Catholic Church, with temporal power over the Papal States.

Titles: His Holiness, Holy Father

Authority:

- Spiritual leader of all Christians in Western Europe, regarded as Christ's vicar on Earth.

- Held ultimate authority over religious doctrine, canon law, and church governance.

- Had the power to excommunicate kings, issue decrees, and call for crusades.

- Acted as a temporal ruler over the Papal States, wielding political and military power.

- Appointed cardinals, bishops, and other high-ranking clergy, guiding the direction of the Church.

2. Cardinals

Rank: Princes of the Church, directly below the Pope

Territory: Often governed major dioceses or held high positions within the Church's central administration.

Titles: His Eminence

Authority:

- Advisors to the Pope, often serving as administrators of the Vatican or as legates to foreign courts.

- Participated in the election of new popes in the College of Cardinals.

- Held considerable influence over church doctrine, policy, and political matters.

- Governed large dioceses or regions, exercising authority over bishops and the clergy within their jurisdiction.

- Acted as intermediaries between the Church and secular rulers, negotiating treaties, alliances, and policies.

3. Archbishops

Rank: Senior Bishops overseeing an archdiocese (a major ecclesiastical region)

Territory: Governed an archdiocese, often encompassing several dioceses.

Titles: His Grace, Your Excellency

Authority:

- Supervised the bishops within their archdiocese, ensuring adherence to church laws and doctrines.

- Held authority over religious matters in their region, including the appointment of clergy and the administration of sacraments.

- Played a political role, often advising kings and princes, and sometimes held seats in royal councils.

- Presided over religious courts, dealing with matters of heresy, marriage, and church disputes.

- Held significant wealth and land, often rivaling secular nobility in power and influence.

4. Bishops

Rank: Senior Clergy, overseeing a diocese (an administrative district of the Church)

Territory: Governed a diocese, typically including several parishes.

Titles: His Grace, Your Excellency

Authority:

- Responsible for the spiritual welfare of their diocese, including the ordination of priests and the administration of sacraments.

- Managed church lands, finances, and estates within their diocese, acting as landlords and administrators.

- Held power in local governance, often serving as advisors to local rulers or acting as judges in ecclesiastical courts.

- Built and maintained cathedrals, the central church of the diocese, which served as the bishop’s seat of power.

- Engaged in diplomacy and politics, often involved in regional power struggles between the Church and secular rulers.

5. Abbots and Abbesses

Rank: Heads of Monasteries and Convents

Territory: Governed a monastery (for monks) or convent (for nuns), with control over large estates and communities.

Titles: Father Abbot/Mother Abbess, Your Reverence

Authority:

- Held authority over the monks or nuns in their care, enforcing the Rule of their order (e.g., Benedictine, Cistercian).

- Managed extensive lands and estates, which provided the monastery or convent with food, wealth, and resources.

- Oversaw religious and educational activities within their communities, including copying manuscripts, teaching, and providing charity to the poor.

- Acted as local powerbrokers, often wielding influence over surrounding towns and villages.

- Abbots, in particular, sometimes sat in local councils or parliaments, representing the interests of the Church.

6. Priors and Prioresses

Rank: Deputies to Abbots and Abbesses or Heads of Smaller Monasteries/Convents

Territory: Managed priories (smaller religious communities).

Titles: Father Prior/Mother Prioress

Authority:

- Assisted abbots or abbesses in managing the affairs of the monastery or convent.

- Sometimes acted as the head of smaller religious houses, with similar responsibilities to abbots and abbesses, but on a smaller scale.

- Enforced the religious discipline of the order, ensuring that monks and nuns adhered to their vows of poverty, chastity, and obedience.

- Managed the lands and resources of the priory, often engaging in agricultural production or other economic activities to support the community.

- Provided spiritual guidance and performed religious services for the local community.

7. Priests

Rank: Parish Clergy

Territory: Governed individual parishes, typically one or more villages or a small town.

Titles: Father, Reverend

Authority:

- Responsible for the spiritual care of their parishioners, including administering sacraments such as baptism, marriage, and last rites.

- Served as the primary religious authority in the local community, providing sermons, religious instruction, and guidance.

- Managed the parish church, often the center of community life, and oversaw local charities and events.

- Acted as mediators between the church hierarchy and the laypeople, relaying messages and collecting tithes.

- Held some political influence in their communities, often serving as advisors to local lords or as scribes for legal matters.

8. Monks and Nuns

Rank: Lower Clergy, members of religious orders living in monastic communities.

Territory: Lived in monasteries or convents, often removed from secular life.

Titles: Brother/Sister

Authority:

- Dedicated their lives to religious contemplation, prayer, and service to God.

- Engaged in various activities depending on the order, such as copying manuscripts, teaching, farming, or providing charity to the poor.

- Took vows of poverty, chastity, and obedience, living according to the rules of their religious order.

- Held little secular power but wielded significant moral and spiritual influence in their communities.

- Monks and nuns were often seen as holy individuals, respected for their devotion and service to God.

9. Friars

Rank: Itinerant Clergy, often belonging to mendicant orders (e.g., Franciscans, Dominicans).

Territory: Did not own property or reside in monasteries; instead, traveled and preached.

Titles: Brother/Sister, Friar

Authority:

- Preached to the public and lived among the people, relying on charity and alms for sustenance.

- Focused on poverty, humility, and missionary work, often in contrast to the wealth and power of the established Church.

- Played a significant role in evangelizing, educating, and caring for the poor in urban and rural areas.

- Held little formal power within the Church hierarchy but were influential in spreading religious reform and charity.

Medieval Nobility: Ranks, Titles, Authority
Medieval Nobility: Ranks, Titles, Authority
Medieval Nobility: Ranks, Titles, Authority
Medieval Nobility: Ranks, Titles, Authority
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offlineallthetime
1 year ago

Ultimate List of Weapons and Arsenal for Fantasy Setting: Purpose and Who Uses Them. Writers save this!

Melee Weapons

1. Swords

- Longsword - Used by knights and warriors for versatile combat.

- Broadsword - Wielded by heavy infantry for powerful strikes.

- Rapier - Favored by duelists and nobles for precision and speed.

- Scimitar - Used by desert warriors and pirates for slashing attacks.

- Katana - Carried by samurai for swift, precise cuts.

- Claymore - Wielded by Highland warriors for heavy, sweeping attacks.

- Falchion - Used by mercenaries for its chopping power.

- Cutlass - Preferred by sailors and pirates for close-quarters combat.

2. Axes

- Battle Axe - Used by berserkers and heavy infantry for devastating blows.

- Hand Axe - Carried by scouts and light infantry for quick strikes.

- Throwing Axe - Utilized by skirmishers and hunters for ranged attacks.

- Great Axe - Wielded by barbarian warriors for massive damage.

- Tomahawk - Used by tribal warriors for both melee and throwing.

3. Maces and Hammers

- Warhammer - Used by knights and paladins to crush armor.

- Mace - Carried by clerics and guards for bludgeoning.

- Morning Star - Wielded by heavy infantry for spiked attacks.

- Flail - Used by foot soldiers to bypass shields.

- Maul - Carried by executioners and strongmen for heavy strikes.

4. Polearms

- Spear - Used by infantry and phalanx formations for thrusting.

- Halberd - Wielded by guards and soldiers for versatile attacks.

- Glaive - Carried by cavalry and elite guards for slashing and thrusting.

- Pike - Used by pikemen to counter cavalry.

- Trident - Favored by gladiators and fishermen for thrusting.

- Naginata - Wielded by samurai and monks for sweeping attacks.

5. Daggers and Knives

- Dagger - Carried by assassins and rogues for stealth kills.

- Stiletto - Used by spies and infiltrators for piercing.

- Dirk - Favored by sailors and scouts for close combat.

- Kris - Used by tribal warriors for its wavy blade.

- Bowie Knife - Carried by frontiersmen and adventurers for utility and combat.

6. Blunt Weapons

- Club - Used by peasants and guards for simple bludgeoning.

- Quarterstaff - Carried by monks and travelers for defense.

- Cudgel - Used by commoners and militia for self-defense.

- Baton - Carried by law enforcement for non-lethal control.

Ranged Weapons

1. Bows

- Longbow - Used by archers for long-range attacks.

- Shortbow - Favored by scouts and hunters for mobility.

- Crossbow - Carried by soldiers and hunters for powerful, accurate shots.

- Recurve Bow - Used by nomadic tribes for its compact design.

- Composite Bow - Favored by mounted archers for its strength and flexibility.

2. Throwing Weapons

- Throwing Knives - Used by assassins and ninjas for silent kills.

- Shuriken - Favored by ninjas for distraction and quick attacks.

- Throwing Axes - Utilized by skirmishers and hunters for ranged combat.

- Javelins - Carried by light infantry and hunters for throwing.

- Boomerang - Used by tribal warriors for hunting and combat.

3. Firearms (in some fantasy settings)

- Flintlock Pistol - Carried by pirates and duelists for close-range combat.

- Blunderbuss - Used by guards and hunters for its spread shot.

- Musket - Carried by soldiers for long-range engagements.

- Hand Cannon - Used by adventurers and mercenaries for powerful shots.

Magical Weapons

1. Enchanted Swords

- Flameblade - Wielded by fire mages and warriors for burning attacks.

- Frostbrand - Carried by ice mages and knights for freezing strikes.

- Shadowblade - Used by dark mages and assassins for stealth and shadow attacks.

- Lightbringer - Wielded by paladins and holy warriors for radiant damage.

2. Staves and Wands

- Wizard's Staff - Carried by wizards and sorcerers to channel magic.

- Wand of Lightning - Used by storm mages for lightning attacks.

- Staff of Healing - Carried by clerics and healers for restorative magic.

- Wand of Fireballs - Used by fire mages for explosive attacks.

3. Magical Artifacts

- Amulet of Protection - Worn by adventurers and warriors for defense.

- Ring of Invisibility - Used by spies and thieves for stealth.

- Cloak of Shadows - Worn by assassins and shadow mages for concealment.

- Orb of Power - Carried by archmages and sorcerers for enhanced magic.

Exotic Weapons

1. Whips

- Chain Whip - Used by martial artists and monks for flexible attacks.

- Fire Whip - Wielded by fire mages and circus performers for fiery strikes.

- Lightning Whip - Carried by storm mages for electrifying attacks.

2. Chakrams

- Throwing Disc - Used by warriors and hunters for ranged combat.

- Bladed Chakram - Favored by assassins and acrobats for slicing attacks.

3. Claws and Gauntlets

- Dragon Claws - Worn by beastmasters and warriors for slashing.

- Thunder Gauntlets - Used by storm mages and warriors for electric shocks.

- Poison Gauntlets - Carried by assassins and alchemists for toxic strikes.

4. Other Exotic Weapons

- Scythe - Used by reapers and necromancers for harvesting souls.

- Kusarigama (chain and sickle) - Wielded by ninjas and martial artists for versatile attacks.

- Nunchaku - Used by martial artists for rapid strikes.

- Tetsubo (iron club) - Carried by warriors and ogres for heavy bludgeoning.

Siege Weapons

1. Catapult - Used by armies to hurl large stones or projectiles at fortifications.

2. Ballista - Employed by defenders and attackers to shoot large bolts.

3. Trebuchet - Used by besieging forces to launch heavy projectiles over long distances.

4. Battering Ram - Carried by infantry to break down gates and walls.

5. Siege Tower - Used by attackers to scale walls and engage defenders directly.

Improvised Weapons

1. Torch - Used by adventurers and villagers for light and fire attacks.

2. Pitchfork - Carried by farmers and peasants for self-defense.

3. Shovel - Used by laborers and gravediggers for digging and combat.

4. Rock - Thrown by anyone in desperate situations for a quick attack.

5. Chair - Used in tavern brawls and by anyone needing an impromptu weapon.

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Ultimate List Of Weapons And Arsenal For Fantasy Setting: Purpose And Who Uses Them. Writers Save This!
Ultimate List Of Weapons And Arsenal For Fantasy Setting: Purpose And Who Uses Them. Writers Save This!
Ultimate List Of Weapons And Arsenal For Fantasy Setting: Purpose And Who Uses Them. Writers Save This!
Ultimate List Of Weapons And Arsenal For Fantasy Setting: Purpose And Who Uses Them. Writers Save This!
offlineallthetime
1 year ago

List of Magical Crimes for your Fantasy Book/Series. Writers, save this!

Herb Poaching - Stealing rare or magical herbs from restricted forest areas.

Illegal Potion Brewing - Crafting and selling potions without a guild license.

Rune Forgery - Creating fake runes or altering existing ones for personal gain.

Trespassing in Sacred Grounds - Entering temples, crypts, or holy places without permission.

Smuggling Magical Creatures - Transporting magical beasts illegally across borders.

Spellbook Theft - Stealing ancient or forbidden spellbooks from libraries or other wizards.

Tampering with Magical Artefacts - Altering or sabotaging enchanted objects for mischief or advantage.

Unlicensed Spellcasting - Performing spells without the proper authorization or training.

Enchantment Swindling - Selling fake enchanted items to unsuspecting buyers.

Unlawful Divination - Providing unauthorized fortune-telling services.

Grave Robbing - Stealing magical items or treasures from ancient tombs or burial sites.

Disguising with Glamour Spells - Using glamour spells to deceive others about one’s identity.

Illegal Familiar Summoning - Summoning familiars without following the proper rituals or permissions.

Dragon Egg Poaching - Stealing dragon eggs from nests to sell on the black market.

Water Contamination - Polluting sacred or magical water sources with potions or spells.

Forging Royal Decrees - Creating counterfeit documents in the name of the king or queen.

Meddling with Time Spells - Using time-altering magic for minor personal gain.

Unauthorized Portal Creation - Opening portals to other realms without a license.

Impersonating Nobility - Using illusions or other means to pose as a member of the royal family.

Stealing Magic Ingredients - Taking rare or valuable components from apothecaries or wizard’s stores.

Unauthorized Use of Familiars - Commanding another mage’s familiar without consent.

Defacing Ancient Monuments - Carving names or graffiti into ancient magical structures.

Unauthorized Memory Charms - Altering or erasing memories without consent or legal authority.

Black Market Alchemy - Selling illegal potions and concoctions in secret markets.

Stealing Moonlight - Capturing and hoarding moonlight in enchanted jars for illicit purposes.

Tampering with Weather Spells - Using magic to change the weather without proper authorization.

Illegal Shape-shifting - Transforming into other beings without permission or registration.

Kidnapping Pixies - Capturing pixies to use their dust for personal enchantments.

Unlicensed Use of Teleportation Runes - Activating teleportation runes without proper permits.

Illegal Blood Magic - Practicing blood magic, which is forbidden in most realms.

Moonstone Smuggling - Transporting moonstones across borders without declaring them.

Unregistered Shape-shifting Potions - Creating and selling shape-shifting potions without proper registration.

Forbidden Love Spells - Casting love spells on individuals without their consent.

Illegal Enchantment of Weapons - Enchanting weapons without the approval of the local guild.

Using Banned Ingredients - Incorporating forbidden ingredients in potion-making.

Unlicensed Necromancy - Performing minor necromantic rituals without a necromancer’s license.

Charming Locks - Using charm spells to unlock doors without permission.

Stealing Elven Wine - Taking wine made by elves, which is highly valued and often restricted.

Unauthorized Use of Illusion Magic - Using illusion magic to deceive people or cause confusion.

Skywriting Spells - Writing messages in the sky with magic without proper clearance.

Pirating Magical Maps - Creating and selling counterfeit magical maps.

Stealing Dragon Scales - Collecting dragon scales without the dragon’s permission.

Magical Eavesdropping - Using spells to listen in on private conversations.

Unauthorized Summoning of Elementals - Calling forth elementals without the proper rites.

Illicit Spell Trade - Trading secret or forbidden spells in underground markets.

Forbidden Binding Spells - Casting binding spells to control others against their will.

Counterfeit Potions - Selling fake potions that don’t have the advertised effects.

Harvesting Siren Scales - Collecting scales from sirens for use in potions or spells.

Magical Identity Theft - Using magic to assume someone else’s identity.

Unregistered Magical Beasts - Keeping magical beasts as pets without registering them.

Using Forbidden Tomes - Reading or copying from banned magical books.

Illegal Dreamwalking - Entering others’ dreams without consent.

Stealing Griffin Feathers - Taking feathers from griffins, which are rare and valuable.

Magical Poaching in Enchanted Forests - Hunting magical creatures in protected enchanted forests.

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List Of Magical Crimes For Your Fantasy Book/Series. Writers, Save This!
List Of Magical Crimes For Your Fantasy Book/Series. Writers, Save This!
List Of Magical Crimes For Your Fantasy Book/Series. Writers, Save This!
List Of Magical Crimes For Your Fantasy Book/Series. Writers, Save This!
offlineallthetime
1 year ago

120 ULTIMATE LIST OF CHARACTER FLAWS. Writers save this!

1. Moral Flexibility - Adapts their ethics to fit the situation, often justifying questionable actions as necessary.

2. Cognitive Dissonance - Holds two conflicting beliefs or values and struggles to reconcile them, leading to inner turmoil.

3. Overempathy - Feels others’ emotions too intensely, leading to burnout or an inability to make objective decisions.

4. Intellectual Arrogance - Dismisses others’ ideas as inferior, believing their own intellect is superior.

5. Chronic Overthinking - Analyzes situations to the point of paralysis, unable to take decisive action.

6. Restless Wanderlust - Has a constant desire for change or travel, leading to instability in relationships or careers.

7. Savior Complex - Feels compelled to “save” others, often to the detriment of their own well-being or others’ autonomy.

8. Emotional Vampirism - Drains others emotionally, needing constant validation or attention.

9. Righteous Indignation - Becomes excessively angry over perceived injustices, often alienating others.

10. Altruistic Self-Destruction - Sacrifices themselves for others to an unhealthy degree, often leading to self-neglect.

11. Pathological Modesty - Downplays their own achievements to the point of self-sabotage or invisibility.

12. Incapable of Solitude - Feels an intense fear of being alone, leading to codependent or unhealthy relationships.

13. Over-Rationalization - Justifies every action or decision, even when it’s clearly flawed, to avoid guilt or responsibility.

14. Constant Self-Sabotage - Subconsciously undermines their own success due to deep-seated fears or insecurities.

15. Misplaced Loyalty - Stays loyal to people or causes even when it’s harmful or undeserved.

16. Ethical Rigidity - Follows their moral code to the letter, unable to adapt to complex or gray situations.

17. Need for Obscurity - Prefers to stay unnoticed or in the background, avoiding recognition or responsibility.

18. Involuntary Aloofness - Appears distant or disinterested, often without meaning to, leading to misunderstandings.

19. Fear of Mediocrity - Terrified of being ordinary, they constantly strive for greatness, often leading to burnout.

20. Rejection Sensitivity - Overreacts to criticism or perceived slights, often withdrawing or lashing out.

21. Conflict Avoidance - Avoids confrontation at all costs, leading to unresolved issues and resentment.

22. Over-idealization of Others - Puts people on pedestals, only to be deeply disappointed when they don’t meet expectations.

23. Chronically Unfulfilled - No matter what they achieve, they always feel something is missing, leading to constant searching.

24. Compulsive Truth-Telling - Feels compelled to speak the truth, even when it would be kinder or wiser to remain silent.

25. Overactive Imagination - Sees threats or possibilities where there are none, leading to anxiety or missed opportunities.

26. Faux Humility - Pretends to be humble but secretly craves admiration or validation.

27. Micromanagement - Needs to control every detail, often suffocating others or hindering their own progress.

28. Anachronistic Thinking - Clings to outdated beliefs or practices, struggling to adapt to modern realities.

29. Over-Reliance on Routine - Becomes anxious or lost without their routines, struggling to adapt to change.

30. Selective Memory - Remembers events in a way that suits their narrative, often distorting the truth.

31. Paradoxical Fear of Success - Desires success but subconsciously fears the changes or responsibilities it might bring.

32. Compassion Fatigue - Once empathetic, now numbed or indifferent due to overwhelming exposure to others’ suffering.

33. Overwhelming Nostalgia - Lives in the past, unable to move forward or appreciate the present.

34. Unyielding Perfectionism - So focused on flawlessness that they struggle to complete tasks or accept anything less than perfect.

35. Epistemic Arrogance - Believes they know everything worth knowing, dismissing the possibility of learning from others.

36. Excessive Hedonism - Pursues pleasure to the point of neglecting responsibilities or moral considerations.

37. Over-Cautiousness - So afraid of making mistakes that they rarely take action, leading to missed opportunities.

38. Idealistic Naivety - Believes the world should operate according to their ideals, often clashing with reality.

39. Ambition without Direction - Desires greatness but has no clear path or plan, leading to frustration and failure.

40. Emotional Transference - Projects unresolved emotions onto others, often misinterpreting their intentions or actions.

41. Overdependence on Routine - Becomes anxious or lost without their routines, struggling to adapt to change.

42. Misplaced Guilt - Feels responsible for things outside of their control, leading to unnecessary self-blame.

43. Fear of Being Ordinary - Constantly strives to stand out, often at the expense of authenticity or well-being.

44. Chronic Indecisiveness - Struggles to make even simple decisions, constantly second-guessing themselves.

45. Faux Cynicism - Pretends to be jaded or cynical as a defense mechanism, while secretly caring deeply.

46. Romanticization of Suffering - Believes that suffering is noble or meaningful, often rejecting happiness or comfort.

47. Selective Compassion - Empathetic towards some but completely indifferent or cold to others, often based on biases.

48. Avoidant Optimism - Avoids negative thoughts or situations, clinging to an unrealistic positivity that ignores real problems.

49. Fear of Abandonment - Clings to relationships out of fear of being left alone, often leading to unhealthy dynamics.

50. Overidentification with Work - Sees their job as their entire identity, struggling with self-worth outside of work.

51. Excessive Altruism - Sacrifices their own needs to help others, often to their own detriment.

52. Self-Imposed Isolation - Withdraws from others out of fear of rejection or misunderstanding, leading to loneliness.

53. Over-Analysis Paralysis - Overthinks every situation to the point of being unable to make decisions or take action.

54. Eternal Romantic - Sees the world through a lens of idealized love, often leading to disillusionment or heartbreak.

55. Emotional Incontinence - Struggles to control their emotions, often overwhelming others with their intensity.

56. Fear of Aging - Obsessed with youth, they go to great lengths to deny or hide the aging process.

57. Intellectual Cowardice - Avoids challenging their own beliefs or ideas, sticking to what they know out of fear of change.

58. Emotional Hoarding - Holds onto past hurts or grudges, unable to let go and move on.

59. Unquenchable Curiosity - Always needs to knw more, often prying into others’ lives or crossing boundaries.

60. Romantic Escapism - Uses fantasy or daydreams as a way to avoid dealing with reality, leading to detachment.

61. Masochistic Tendencies - Deliberately seeks out situations that cause them pain or discomfort, believing they deserve it.

62. Incurable Wanderer - Can never settle down, always moving on to the next place or experience, leading to rootlessness.

63. Dependency on Validation - Needs constant approval or praise from others to feel good about themselves.

64. Constant Self-Reinvention - Continuously changes their identity or persona, never settling on who they truly are.

65. Moral Masochism - Finds satisfaction in self-punishment or guilt, often holding themselves to impossible standards.

66. Faux Bravado - Pretends to be fearless or confident to hide deep-seated insecurities or fears.

67. Over-romanticization of the Past - Idealizes past experiences, believing that things were better back then, leading to dissatisfaction with the present.

68. Chronic Hedging - Never fully commits to decisions or actions, always leaving themselves an escape route.

69. Fear of Stagnation - Constantly needs to be doing something or moving forward, fearing they’ll become irrelevant or bored.

70. Over-Attachment to Objects - Places excessive sentimental value on material possessions, struggling to let go.

71. Emotional Stoicism - Refuses to show or acknowledge emotions, leading to repression and eventual breakdowns.

72. Self-Flagellation - Constantly punishes themselves for perceived failures or mistakes, often disproportionate to the actual events.

73. Fear of the Unknown - Terrified of what they can’t predict or control, leading to anxiety or avoidance of new experiences.

74. Romantic Pessimism - Believes that love or relationships are doomed to fail, leading to self-sabotage or cynicism.

75. Intellectual Purism - Believes in the superiority of “pure” intellectual pursuits, often dismissing practical or emotional concerns.

76. Existential Dread - Obsesses over the meaning (or lack thereof) of life, leading to paralysis or despair.

77. Involuntary Nonconformity- Desires to fit in but can’t help standing out or going against the grain, often feeling alienated.

78. Self-Imposed Martyrdom - Puts themselves in a position of suffering or sacrifice, believing it’s their duty or fate.

79. Idealized Self-Image - Clings to an unrealistic self-concept, struggling to accept their flaws or limitations.

80. Compulsive Honesty - Feels compelled to always tell the truth, even when it’s hurtful or inappropriate.

81. Over-Reliance on Technology - Becomes helpless without modern conveniences, struggling to cope with real-world challenges.

82. Moral Exhibitionism - Shows off their ethics or principles to gain admiration or moral superiority, often insincerely.

83. Perpetual Student Syndrome - Always learning but never applying knowledge, avoiding real-world responsibilities.

84. Emotional Osmosis - Absorbs others’ emotions so deeply that they lose track of their own feelings or needs.

85. Pathological Frugality - So obsessed with saving money or resources that they miss out on life’s joys or opportunities.

86. Obsessive Self-Improvement - Never satisfied with themselves, constantly striving for unattainable perfection.

87. False Modesty - Pretends to be humble while fishing for compliments or validation.

88. Uncontrolled Impulsiveness - Acts on whims or impulses without considering the consequences, leading to chaos or regret.

89. Chronic Hedonism - Lives only for pleasure, often to the detriment of their long-term happiness or relationships.

90. Overly Abstract Thinking - So focused on big ideas or concepts that they lose touch with reality or practical concerns.

91. Romantic Idealism - Believes in a perfect love or relationship, often leading to disappointment or disillusionment.

92. Selective Altruism - Only helps others when it suits them, often ignoring those who don’t fit their criteria.

93. Pathological Shyness - So shy or introverted that they struggle to function in social situations, often missing out on opportunities.

94. Moral Superiority - Believes they are more ethical or righteous than others, often looking down on those who don’t share their views.

95. Over-identification with a Role - Sees themselves only as their job, family role, or social identity, losing sight of their true self.

96. Chronic Complaining - Constantly finds something to complain about, often bringing others down or creating a negative atmosphere.

97. Faux Stoicism - Pretends to be emotionally strong or unaffected, while secretly struggling with deep emotional turmoil.

98. Addiction to Drama - Thrives on conflict or chaos, often creating drama where there is none to feel alive or important.

99. Obsessive Collecting - Gathers possessions, knowledge, or experiences obsessively, often unable to let go or move on.

100. Inflexible Optimism - Refuses to acknowledge negative possibilities, often unprepared for setbacks or challenges.

101. Contrarianism - Always takes the opposite stance just to challenge others, often without genuine conviction.

102. Emotional Projection - Attributes their own feelings or issues onto others, often leading to misunderstandings.

103. Compulsive Heroism - Feels the need to be seen as heroic or brave, even in situations that don’t call for it.

104. Spiritual Narcissism - Uses spirituality as a way to feel superior to others or to avoid personal flaws.

105. Self-Defeating Humor - Constantly makes jokes at their own expense, using humor to deflect serious issues.

106. Identity Fluidity - Frequently changes their identity or beliefs to fit in with different groups, losing a sense of true self.

107. Overattachment to the Past - Can’t move on from past successes or failures, allowing them to define their present.

108. Pseudointellectualism - Pretends to know more than they do, using complex language or ideas to impress others.

109. Overidealization of Youth - Places youth on a pedestal, often dismissing the value of experience or aging.

110. Refusal to Accept Help - Rejects assistance from others, believing they must do everything on their own, even to their detriment.

111. Emotional Manipulation - Uses guilt, pity, or other emotions to control or influence others, often without realizing it.

112. Inconsistent Values - Holds contradictory beliefs or morals, leading to confusion or hypocrisy in their actions.

113. Obsession with Legacy - So focused on how they’ll be remembered that they neglect the present or make unwise choices.

114. Excessive Eagerness to Please - Goes out of their way to make others happy, often at the cost of their own needs or principles.

115. Emotionally Guarded - Builds walls around their feelings, making it difficult for others to get close or understand them.

116. Selective Memory - Chooses to remember events in a way that favors them, often distorting the truth.

117. Overattachment to Authority - Relies heavily on rules or leaders, struggling to make decisions independently or question authority.

118. Fear of Vulnerability - Avoids showing weakness or asking for help, leading to isolation or burnout.

119. Intellectual Detachment - Approaches everything with cold logic, often ignoring the emotional or human side of situations.

120. Obsession with Control - Needs to control every aspect of their life and others’, often leading to stress or strained relationships.

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120 ULTIMATE LIST OF CHARACTER FLAWS. Writers Save This!
120 ULTIMATE LIST OF CHARACTER FLAWS. Writers Save This!
120 ULTIMATE LIST OF CHARACTER FLAWS. Writers Save This!
120 ULTIMATE LIST OF CHARACTER FLAWS. Writers Save This!
120 ULTIMATE LIST OF CHARACTER FLAWS. Writers Save This!
120 ULTIMATE LIST OF CHARACTER FLAWS. Writers Save This!
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offlineallthetime
1 year ago

If you write a loving partner, let them feel jealousy.

If you write a distant friend, let them share a secret.

If you write a supportive parent, let them make a mistake.

If you write a caring sibling, let them have a disagreement.

If you write a close-knit family, let them have a falling out.

offlineallthetime
1 year ago

Tips for writing those gala scenes, from someone who goes to them occasionally:

Generally you unbutton and re-button a suit coat when you sit down and stand up.

You’re supposed to hold wine or champagne glasses by the stem to avoid warming up the liquid inside. A character out of their depth might hold the glass around the sides instead.

When rich/important people forget your name and they’re drunk, they usually just tell you that they don’t remember or completely skip over any opportunity to use your name so they don’t look silly.

A good way to indicate you don’t want to shake someone’s hand at an event is to hold a drink in your right hand (and if you’re a woman, a purse in the other so you definitely can’t shift the glass to another hand and then shake)

Americans who still kiss cheeks as a welcome generally don’t press lips to cheeks, it’s more of a touch of cheek to cheek or even a hover (these days, mostly to avoid smudging a woman’s makeup)

The distinctions between dress codes (black tie, cocktail, etc) are very intricate but obvious to those who know how to look. If you wear a short skirt to a black tie event for example, people would clock that instantly even if the dress itself was very formal. Same thing goes for certain articles of men’s clothing.

Open bars / cash bars at events usually carry limited options. They’re meant to serve lots of people very quickly, so nobody is getting a cosmo or a Manhattan etc.

Members of the press generally aren’t allowed to freely circulate at nicer galas/events without a very good reason. When they do, they need to identify themselves before talking with someone.

offlineallthetime
1 year ago

List of 120 unique fantasy jobs to give to your fantasy characters. Writers save this!

1. Spellscribe: Weaves magic into ink, creating enchanted scrolls and spellbooks.

2. Dreamweaver: Shapes dreams, ensuring a peaceful slumber for all.

3. Star Cartographer: Maps constellations and celestial paths.

4. Potion Alchemist: Brews elixirs, love potions, and invisibility brews.

5. Whispering Wind Courier: Carries messages on ethereal zephyrs.

6. Crystal Harmonist: Plays melodies on gemstone xylophones.

7. Arcane Librarian: Guards forbidden tomes and ancient grimoires.

8. Stormcaller: Commands lightning and tempests.

9. Shadow Weaver: Manipulates shadows for stealth or illusion.

10. Fey Ambassador: Bridges the gap between humans and fae.

11. Time Tinkerer: Repairs temporal rifts and broken clocks.

12. Soul Gardener: Tends to souls in the afterlife.

13. Dragon Whisperer: Communicates with fire-breathing beasts.

14. Labyrinth Architect: Designs mazes with shifting walls.

15. Aetheronaut: Pilots airships through the skies.

16. Cauldron Chef: Cooks magical stews and enchanted pastries.

17. Goblin Negotiator: Haggles with mischievous goblins over stolen treasures.

18. Wisp Shepherd: Herds glowing wisps across moonlit meadows.

19. Constellation Painter: Dips brushes in stardust to create cosmic art.

20. Swordsmith of Destiny: Forges blades with prophetic properties.

21. Oracle of Riddles: Answers questions through cryptic puzzles.

22. Moss Whisperer: Encourages moss-covered stones to share their secrets.

23. Harvest Moon Dancer: Leads celestial dances during lunar eclipses.

24. Chimera Veterinarian: Cares for mythical hybrid creatures.

25. Lore Bard: Sings epic sagas of forgotten heroes.

26. Stardust Prospector: Mines cosmic minerals from fallen meteors.

27. Mistwalker: Guides lost souls through foggy moors.

28. Enchanted Cobbler: Crafts shoes that grant extraordinary abilities.

29. Celestial Clockmaker: Constructs timepieces powered by starlight.

30. Gargoyle Sculptor: Carves stone guardians with hidden sentience.

31. Wandmaker: Whittles wands from ancient tree branches.

32. Mermaid Translator: Deciphers underwater songs and sea whispers.

33. Nightshade Apothecary: Harvests moonflowers and midnight herbs.

34. Serpent Charmer: Mesmerizes serpents with haunting melodies.

35. Skyship Navigator: Charts courses through floating islands.

36. Frostfire Sculptor: Shapes ice and flame into ephemeral statues.

37. Cursed Cursebreaker: Lifts hexes and breaks enchantments.

38. Goblin Archaeologist: Digs up lost goblin civilizations.

39. Sylph Perfumer: Captures the essence of zephyrs in fragrances.

40. Mystic Cartographer: Maps hidden ley lines and magical nexuses.

41. Moonstone Miner: Extracts shards of moonlight from caverns.

42. Gryphon Trainer: Raises and trains majestic gryphons.

43. Candlemaker of Lost Hopes: Creates candles that reveal forgotten memories.

44. Starwhisper Cartographer: Maps cosmic phenomena—comets' paths, shooting star trails, and celestial alignments.

45. Gloomsmith: Crafts melancholic artifacts—music boxes that play haunting melodies, mirrors that reflect lost loves, and inkwells that pen tear-stained poetry.

46. Siren Songstress: Sings enchanting melodies by moonlit shores, luring sailors toward rocky fates or guiding them safely through treacherous waters.

47. Astral Weaver: Spins threads from stardust, creating cloaks that grant glimpses of alternate realities or tapestries that depict forgotten legends.

48. Cryptobotanist: Studies otherworldly flora—glow-in-the-dark mushrooms, singing vines, and moonblossoms that bloom only during eclipses.

49. Soothsayer: Reads the future in tea leaves, cloud formations, or the patterns of fireflies. Their predictions shape destinies.

50. Stormglass Sculptor: Carves intricate sculptures from stormglass—frozen lightning, raindrop chandeliers, and thunderstorm dioramas.

51. Wispkeeper: Tends to wisps—tiny, glowing spirits that flit through forests. They bottle wisp-light for healing potions.

52. Eidolon Portraitist: Paints portraits of ghosts, capturing their essence before they fade into oblivion.

53. Moss Oracle: Listens to moss-covered stones, deciphering their murmurs to reveal lost histories.

54. Labyrinth Minstrel: Wanders through shifting mazes, singing songs that guide lost travelers to safety.

55. Frostbite Healer: Extracts shards of moonlight from caverns.

56. Gryphon Trainer: Raises and trains majestic gryphons.

57. Candlemaker of Lost Hopes: Creates candles that reveal forgotten memories.

58. Starwhisper Cartographer: Maps cosmic phenomena—comets’ paths, shooting star trails, and celestial alignments. Their charts guide explorers to hidden constellations.

59. Gloomsmith: Crafts melancholic artifacts—music boxes that play haunting melodies, mirrors that reflect lost loves, and inkwells that pen tear-stained poetry.

60. Siren Songstress: Sings enchanting melodies by moonlit shores, luring sailors toward rocky fates or guiding them safely through treacherous waters.

61. Astral Weaver: Spins threads from stardust, creating cloaks that grant glimpses of alternate realities or tapestries that depict forgotten legends.

62. Cryptobotanist: Studies otherworldly flora—glow-in-the-dark mushrooms, singing vines, and moonblossoms that bloom only during eclipses.

63. Soothsayer: Reads the future in tea leaves, cloud formations, or the patterns of fireflies. Their predictions shape destinies.

64. Stormglass Sculptor: Carves intricate sculptures from stormglass—frozen lightning, raindrop chandeliers, and thunderstorm dioramas.

65. Wispkeeper: Tends to wisps—tiny, glowing spirits that flit through forests. They bottle wisp-light for healing potions.

66. Eidolon Portraitist: Paints portraits of ghosts, capturing their essence before they fade into oblivion.

67. Moss Oracle: Listens to moss-covered stones, deciphering their murmurs to reveal lost histories.

68. Labyrinth Minstrel: Wanders through shifting mazes, singing songs that guide lost travelers to safety.

69. Frostbite Healer: Treats frostbitten extremities with salves made from frost sprites’ tears.

70. Chalice Enchanter: Carves runes into crystal goblets, infusing each sip with memories or emotions.

71. Goblin Archaeologist: Digs up lost goblin civilizations, unearthing rusty gadgets and cryptic hieroglyphs.

72. Sylph Perfumer: Captures the essence of zephyrs in fragrances—dawn mist, thunderstorm ozone, and moonrise musk.

73. Mystic Cartographer: Maps hidden ley lines and magical nexuses. Their charts reveal portals and ley-gates.

74. Moonstone Miner: Extracts shards of moonlight from caverns, which can be used for enchantments or as lantern fuel.

75. Gryphon Trainer: Raises and trains majestic gryphons for aerial patrols or epic quests.

76. Candlemaker of Whispers: Crafts candles that flicker with spectral flames, allowing communication with the departed.

77. Stardust Prospector: Mines cosmic minerals from fallen meteors—star iron, comet opals, and nebula gems.

78. Golem Animator: Breathes life into clay and stone constructs, imbuing them with purpose.

79. Wraith Whisperer: Communicates with restless spirits, negotiating unfinished business.

80. Celestial Navigator: Guides ships by star charts, steering vessels through astral currents.

81. Chaos Theorist: Predicts chaotic events using butterfly-wing equations, preventing or exploiting chaos.

82. Fairy Ring Dancer: Enters mystical circles to converse with fairies, striking bargains or seeking wisdom.

83. Banshee Lullaby Singer: Soothes grieving souls with haunting songs, easing their passage to the beyond.

84. Goblin Diplomat: Negotiates peace treaties between realms, balancing goblin mischief and human interests.

85. Veilwalker: Steps between dimensions using shimmering veils, exploring parallel worlds.

86. Moonshard Weaver: Threads moonstone shards into cloaks that grant moonwalking abilities.

87. Gryphon Whisperer: Communicates with gryphons through empathic bonds.

88. Cursed Curator: Collects cursed artifacts, safeguarding them in hidden vaults.

89. Sphinx Riddler: Poses enigmas to travelers seeking wisdom, granting answers in exchange for riddles.

90. Bard of Echoes: Sings songs that echo through time, preserving forgotten tales.

91. Goblin Inventor: Constructs whimsical gadgets—umbrellas that predict rain, shoes that dance, and hats that translate squirrel chatter.

92. Serpent Astronomer: Studies cosmic serpents—constellations that writhe across the sky.

93. Wisp Choreographer: Stages ethereal dances in moonlit glades, captivating forest creatures.

94. Lorekeeper of Lost Languages: Deciphers ancient scripts, unlocking forbidden knowledge.

95. Mistral Cartographer: Maps winds—trade winds, storm fronts, and zephyr currents.

96. Harbinger of Eclipses: Predicts solar and lunar eclipses, foretelling cosmic shifts.

97. Grimoire Illuminator: Adds luminescent runes to spellbooks, making incantations glow.

98. Nymph Whisperer: Listens to water nymphs’ laughter, translating it into healing melodies.

99. Celestial Harvester: Gathers stardust for celestial events—meteor showers, comet arrivals.

100. Goblin Mechanomancer: Constructs clockwork creatures—mechanical squirrels, steam-powered beetles.

101. Sylph Skyweaver: Spins cloud silk into airy garments that grant flight.

102. Oracle of Shifting Sands: Reads desert dunes, predicting sandstorms and mirages.

103. Moonmoth Keeper: Tends to moonmoths—luminous insects that guide lost travelers.

104. Gryphon Herald: Announces royal decrees from the backs of majestic gryphons.

105. Cauldron Seer: Gazes into bubbling cauldrons, glimpsing past, present, and future.

106. Whisperwood Arborist: Nurtures ancient trees that whisper forgotten secrets.

107. Stardust Cartographer: Maps cosmic phenomena—supernovae, black holes, and quasars.

108. Goblin Clockmaker: Constructs timepieces with peculiar quirks—watches that run backward, hourglasses that pause.

109. Sphinx Scholar: Studies riddles, deciphering their hidden meanings.

110. Wisp Guardian: Protects sacred wisps from curious wanderers.

111.Labyrinth Keeper: Guards labyrinth entrances, ensuring only worthy seekers enter.

112. Frostfire Forger: Crafts weapons that blaze with icy flames.

113. Goblin Meteorologist: Predicts weather using enchanted barometers and cloud crystals.

114. Sylph Windwhisperer: Converses with gusts, learning their secrets.

115. Dreamcatcher Artisan: Weaves dreamcatchers that trap nightmares and release sweet dreams.

116. Celestial Herald: Announces cosmic events—comets, eclipses, and planetary alignments.

117. Grimoire Binder: Assembles spellbooks, binding them with dragonhide and phoenix feathers.

118. Nymph Songkeeper: Records water nymphs’ melodies, preserving them in enchanted shells.

119. Goblin Tinkerer: Repairs broken gadgets—flying broomsticks, talking teapots.

120. Starforged Smith: Hammers star fragments into celestial armor and swords.

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List Of 120 Unique Fantasy Jobs To Give To Your Fantasy Characters. Writers Save This!
offlineallthetime
1 year ago
How To Kill Your Darlings, Without Killing Your Vibe

How to Kill Your Darlings, without killing your vibe

Hello, my cute little Muses! Your favourite (or maybe not) neighborhood writer is back again. Have you ever been working on your story, minding your own business, when suddenly you realize one of your beloved characters needs to meet their untimely demise? It's a tough call, but sometimes a character's death is essential to the plot, character development, or simply to keep your readers on their toes. Today, we're diving into the art of killing your characters, because why should George R.R. Martin have all the fun?

Why Kill a Character?

Let's face it, character deaths are dramatic, emotional, and can provide a significant twist to your story. They can propel the plot forward, reveal hidden truths, and evoke powerful emotions from your readers. But if you're going to kill off a character, you need to do it right. No one wants to read a death scene that's as flat as my sense of direction (trust me, I'm always lost).

Types of Deaths

1. The Heroic Sacrifice:

This is when your character dies in an act of bravery, saving others. It's noble, it's heart-wrenching, and it's a classic. Think Dobby from *Harry Potter* or Boromir from *The Lord of the Rings*.

Example:

"In a final act of defiance, Alex threw himself in front of the oncoming fireball, shielding his friends. 'Tell my cat I love him,' he whispered, before the light consumed him."

2. The Tragic Accident:

These deaths are unexpected and often leave a lasting impact on other characters. They're perfect for showcasing the randomness of life.

Example:

"Jane was just reaching for her morning coffee when the floorboard gave way. One moment she was there, and the next, she was gone, swallowed by the earth like a bad metaphor."

3. The Noble Battle:

When your character dies in battle, it can be both epic and gut-wrenching. This type of death can show their courage and dedication.

Example:

"With a roar, Leo charged into the fray, his sword a blur. He fought valiantly, but the enemy was too strong. As he fell, a smile touched his lips. 'At least I won't have to do laundry anymore,' he thought."

4. The Illness:

An illness can be a slow and painful way for a character to die, allowing for lots of reflection and emotional goodbyes. Just make sure it’s not a cliché like a mysterious, incurable disease unless you’re going for a melodramatic feel.

Example:

"As the days passed, Sarah's strength waned. She lay in bed, surrounded by friends. 'Remember me not for my illness, but for my questionable life choices,' she said, before slipping away."

Stereotypes and How to Avoid Them

The Disposable Side Character:

Don't kill off characters just because you think they’re expendable. Every character should have depth and meaning.

Solution:

Give your side characters their own arcs and make their deaths matter to the plot.

The Fridged Woman:

Avoid killing off female characters just to motivate a male protagonist. This trope is outdated and sexist.

Solution:

Ensure female characters have their own agency and stories that aren’t solely dependent on male characters.

The One-Last-Job Guy:

You know the trope – the character about to retire or finish one last job. It's been done to death (pun intended).

Solution:

Subvert expectations. Maybe they survive and live happily ever after, or perhaps their death is completely unrelated to their job.

Writing the Death Scene

1. Build-Up:

Don't just drop a death out of nowhere (unless you're aiming for shock value). Build up to it with foreshadowing, tension, and emotional stakes.

Example:

"As the storm raged on, Ben knew something was wrong. The air felt thick with unspoken doom, each gust of wind whispering promises of tragedy."

2. Emotional Impact:

Make sure the death has an emotional impact on other characters and the reader. Show the aftermath and the grieving process.

Example:

"Megan stood at the grave, her heart heavy with loss. 'You idiot,' she whispered. 'Who’s going to help me assemble Ikea furniture now?'"

3. Details:

Don't shy away from details, but avoid being overly graphic unless it serves the story. Focus on sensory details and emotional reactions.

Example:

"The cold steel pierced his chest, and all he felt was the warmth of his own blood. His vision blurred, but he heard her scream his name, a sound that would haunt him even in death."

Death in Different Genres

Fantasy:

Deaths can be heroic, magical, or tragic. They often serve to show the stakes of the epic battle between good and evil.

Horror:

Deaths are frequent and often gruesome. They build suspense and terror.

Romance:

Character deaths are rare but can be incredibly poignant, usually occurring in subplots or as backstory.

Mystery/Thriller:

Deaths drive the plot and often serve as the central mystery to be solved.

Examples from Well-Known Books

1. Harry Potter:

Dobby's death is a perfect blend of heroism and tragedy. His final words, "Such a beautiful place, to be with friends," are heart-wrenching.

2. The Hunger Games:

Rue’s death is a poignant moment that highlights the brutality of the Games and catalyzes Katniss's rebellion.

3. The Fault in Our Stars:

Augustus's death from cancer is a slow, painful process that highlights the themes of love, loss, and the unfairness of life.

Final Thoughts

Killing a character is never easy, but when done right, it can add depth, emotion, and realism to your story. Just remember to avoid clichés, build up to the moment, and show the impact on other characters. And if all else fails, just imagine your character annoying you one last time – that should make it a bit easier.

Now, go forth and bring some fictional doom. Your readers (and your characters) will thank you for it. Or hate you. Either way, they'll be feeling something, and that's what really matters, right?

Happy writing, and may your characters rest in pieces.

Until next time,

Museadvicecorner (a.k.a a person who has way to many notebooks)

Your feedback on my blog would mean the world to me! If my posts make you smile, why not fuel my caffeine addiction? Any support is super appreciated, even a comment too. Got any topics you want me to dive into? Just holler. Need some custom writing prompts? Hit me up anytime! :⁠-⁠)

offlineallthetime
1 year ago

Honestly, I can't help but feel like Kafka Asagiri missed out on a good potential character in BSD. It is seen that Agatha Christie was in the anime and was part of the Guild. So why wasn't Arthur Conan Doyle a.k.a. the creator of Sherlock Holmes in the anime?

Now you can argue that wouldn't really be a good idea because if he was in the anime, he would most probably be in the ADA and that would just make them to overpowered considering Ranpo and Dazai are already there. But if you think about it, Sherlock Holmes was a consulting detective. And if this idea were to really fly, Doyle could just be a consulting detective for the ADA and the police.

Another good idea would be to make him a consulting criminal just like Moriarty. So he would just be a neutral standalone character that is a consulting detective by day and a consulting criminal by night. His motives would be to find something exciting to do considering both Sherlock Holmes and Moriarty do the things they do to cure their insatiable boredom. This makes it especially interesting because he may be hired to solve the crime he was hired to help plan.

I would also like to make a small comparison. Doyle and Ranpo would be Sherlock Holmes while Fyodor and Dazai would be Moriarty. Ranpo may be intelligent and observant but he isn't as cunning or manipulative as Fyodor or Dazai. Doyle would have the same IQ as Ranpo and would be as observant as him. However, he would be more cunning than Ranpo. Because Ranpo has more set morals compared to Doyle who only does things he deems interesting. If Doyle were to also be a consulting criminal, he would be able to plan and manipulate as well as Fyodor and Dazai.

But of course, there is a difference between all four of these geniuses. While both Doyle and Ranpo are considered to be 'Sherlock Holmes' (in my opinion), as I stated earlier, Ranpo has a better moral compass than Doyle would. Doyle does as he pleases to amuse and entertain himself. He would go as far as to kill people.

Fyodor and Dazai could also be used to make a comparison here. While Fyodor and Dazai are considered to be 'Moriarty' (in my eyes at least), Dazai has joined the side of good and chooses to do good. Fyodor's intentions aren't evil too. He just wanted to create a fair world. But the way both of them do 'good' is questionable. They both want to help people, similar to Moriarty (in Moriarty the Patriot at the very least). But in the end, Fyodor still kills people and Dazai did too.

Bonus:

Since Ranpo is a kind of stand-in for Sherlock Holmes, it would be really interesting to see both of them interact. If they were to interact, I feel like they would have a rivalry similar to Fyodor and Dazai. They would definitely try their best to solve cases faster than the other and would find comfort that someone could understand them and match their intellect.

I could also see the ADA members secretly sneaking behind Ranpo's back to ask Doyle for help on a case when Ranpo refuses to cooperate. Ranpo, of course, finds out and gets upset about this. He would then disappear for a few days and no one would know where he is. When they (probably Dazai and/or Yosano) do find him, he would just be hiding out in Poe's place. The entire few days he was there, he would just ramble and rant about how annoying Doyle was, how he hated him, etc. Poe would get jealous and feel that he was replaced as Ranpo's rival.


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offlineallthetime
1 year ago

little rant about satosugu, soukoku and joongdok

for satosugu, one is dead so it is literally impossible for them to be together. it's really sad to think about but it's more centered on the what ifs right. like what if geto had lived and what if he never left y'know. it also sucks because gojo had to kill geto and when gojo was saying goodbye to geto, he said something but we, the audience, couldn't hear it. i'm pretty sure though that it's either i love you or you are my one and only - as gojo said to megumi when talking about geto to him. and the fact that they both still cared for each other made it 10 times worse because in the end, they didn't want to hurt or kill each other. they simply wanted to stay together but couldn't because of their different ideals.

for skk, it's the least sad in my opinion. because even though sure, their both separated, they can still see each other every other tuesday, not like stsg. they just choose not to because of the betrayal. honestly, dazai didn't leave chuuya. he left the port mafia - a toxic environment. it wasn't about chuuya, it was about dazai. i'm pretty sure, from his chill behavior, chuuya wouldn't mind if dazai had left. whether or not chuuya left when dazai did is up for debate but he would have understood. they'd fake the whole chasing thing but he would understand. chuuya only saw it as a betrayal because he felt hurt that after everything they went through, he would assume dazai would trust him enough to at the very least tell him that he was leaving

for joongdok, it's the worst in my opinion. because the thing is, they are both still alive right? so you would assume they can just see each other like skk. wrong. because they are separated. and the thing is, it wasn't a betrayal like skk or (arguably) stsg. they both genuinely cared for each other, platonic or not. and they want to be together but they just can't. and it's just sad to think about because after all they've been through, they still couldn't be together in the end. not to mention dokja literally left a clone of himself in hopes that they wouldn't notice he was gone. but when joonghyuk did, it only served as a bitter reminder to him how despite having a clone of kim dokja, that clone can never be the kim dokja he experienced everything with. he then left to go find the real dokja out there somewhere in the vast universe. we saw how he regressed 1864 times just to be with the person he cared for. 

and the fact that none of these are proper betrayals make these even more painful and depressing. if one thing were different, like the slightest thing, maybe they could have been together, all of them


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