SOOOOO funny when you’re having a strong emotion and your logical brain KNOWS you’re overreacting but you literally can’t do anything about it.
like really bored sorry about the emojies
It’s fine lol
Healthcare issues reflected in yaoi ✊😔
I know we're all thinking about celestial symbolism for joel rn, so despite the fact that i think it would be very funny if we all just used the fucking car itself, i propose "The Chariot(eer)", a constellation known as Auriga, which is latin for chariot(eer), because it fits both the car and the celestial theme.
Bonus points: it's right by the Gemini constellation, and it's biggest star is Capella, the goat.
hermits actually fly about other's bases alot just to check it out and get some inspiration. like a lot. and sometimes they are this 🤏 close to figure out what they wanna do with their build and catch tge motivation before it slips away. but if you, a hermit, are home and see a random mumbo approaching you would guess he'd come to You to talk. and sometimes it's not the case at all and chattering about will make you loose your thoughts and ideas.
soo. to not seem rude, they have a code word, that means "im like this close to actually finishing the project and I went to see your creations for inspiration please don't make me laugh I'd wanna stay and forget what I was thinking for my project. just pretend I'm not here". the code word is "inspo mode". it came about around season 5 but every time a new hermit joins they forget to inform them of it. so picture grian, getting himself mentally ready to talk to a hermit for the first time for them to just stare at his base and yell "inspo mode!!!!!". imagaine pearl standing there building, noticing a certain Keralis guy came about and getting ready for his shenanigans, but in return when she approaches him he flies away with a star struck smile on his face later messaging in the group chat the code
joel literally had to get used to such behavior so quickly and was the first ever newbie to ask in a meeting what it was all about. the hermits collectively face palmed when they realised they forgot to tell the baby hermits about their code word Again.
skizz uses the code but chats away anyway
pearl was once found in tangos redstone and used the code. tango felt more proud of his work this moment then any other moment when someone praised his skills
grian and scar used the code for malicious intent once when they were scooting around docs base
.
I love the HermitCraft community
:D
reblog to give a plushie to the person you reblogged this from
How this derpy guy pull 2 beauties is beyond me
Leave this denial.
Have you ever thought of something in your own worldbuilding that you didn't intentionally plan, but just connect the dots afterwards like "wait, that actually checks out"?
Like in the story of the Book I Am Not Working On, there's the fisher folk. They don't fish, actually, they live in diaspora and nobody really knows why they're called that, anymore. They're more known for their numerous, strict and often seemingly random and nonsensical ritual purity rules, and stereotypically having absurdly large numbers of children. The twist is, they don't actually have more children than any other peoples of the Empire, their purity rules just ensure that they maintain higher levels of physical hygiene in everything to do with childbirth and handling infants - and therefore have a lower infant mortality than other peoples.
The "why do these people have huge families" thing also had another side: Fetishisation. The fisher folk's purity rules also involve no sex outside of marriage, and there's a myth on top of the stereotype that the reason why they seem to have a massive amount of kids is because their husbands are so good in bed that their wives cannot turn them down even if they're 100% done having kids. And since fisher folk do not have sexual relations outside of marriage, no outsider has had enough fisher dick to verify this.
But while they are loyal to partners, they are also polygamous, both ways around. A perfectly normal fisher marriage arrangement may feature a man and his two wives, and his second wife's first husband. One household may cover seven married partners, and all their mutual children. It's considered taboo to pry into which kids are "really" whose, paternity is unknowable and unless you were close enough to the family to know which one of the wives gave birth, the biological mother is none of your business either. Every partner in the marriage is equally a parent to each child born within it.
And this is where my own "wait hold on" comes in. Besides the lower mortality, the illusion of fishers having insane amounts of kids may also partially come from the way their families are structured. If you've just met a group of five people you don't know anything about, and they all claim that they have nine children each, it wouldn't cross your mind that they might all be claiming the same nine children.
Each member is assigned at the start a domain with an origin-like mod, each domain comes with: Pros, Powers and Consequences for dying.
The domains were chosen using randomizer and put in a list...
The 3 lives system remains of course.
BdoubleO - Light.
BigB - Weaving & Armor.
Cleo - Stagnation.
Etho - Darkness.
Impulse - Iron & Gold.
Grian - Memory & Knowledge.
Jimmy - Forests.
Joel - Ground.
Martyn - Justice & Punishment.
Ren - Pain & Sorrow.
Scar - Paths & Road.
Scott - Ice.
Skizz - Wither & Decay
Tango - Coal & Flame. (It was only coal but I added flame because It's Tango but it still fits with coal)
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BdoubleO - Permanent Night vision. Speed I and Regen I during the day. 20% chance of blinding an enemy when hitting them. 20% chance of setting zombies and skeletons on fire. Ability 1 causes a ray of light to hit the enemy and doing damage. Ability 2 gives him Speed 3 for a few seconds. Mobs don't target him when shifted.
BigB - +1000% durability for leather armor. Leather armor as powerful as diamond. Looting III against mobs who drop leather (Cows and Horses), wool (sheeps) and string (spiders). Not slowed down by webs. Ability 1 causes webs to spawn. Ability 2 allows him to generate string. Protection I when shifting.
Cleo - Permanent 50% Resistance but slower regeneration. Loses hunger more slowly. All items with durability have +30% durability. +30% potion effect duration. Ability 1 cause nearby mobs and players to get Slowness effect. Ability 2 stops time for 3 seconds. Slow falling when shifting.
Etho - Permanent Night vision. Speed I and Regen I during the night. 20% chance of blinding an enemy when hit. 20% chance of converting zombies and skeletons to his side (act like wolves). Ability 1 blinds 5 closest players for a few seconds. Ability 2 gives him Speed I and Invisibility. Shifting envelopes the surrounding area in darkness.
Impulse - x3 iron and gold drops. Strenght I when wearing full iron or gold armor. +50% durability to all iron and gold tools. Immune to Iron golems and piglins. Ability 1 allows him to launch gold swords at entities. Ability 2 creates iron cages around an area. Shifting highlights closeby iron and gold ore.
Grian - +200% exp gain. Entities health is shown on top of their head. Constant access to a minimap and sound subtitles. Passive level of Fortune I and Looting I. Ability 1 affects 5 nearest entities with glowing effect. Ability 2 puts spectator mode for a very short time and with a long recharge. Shifting makes 1 block wide walls invisible for the player.
Jimmy - Speed I and Regeneration I in forests and taigas. Passive vein miner for wood and leaves. Bonus stick and apple drops from leaves. +3 levels of thorns when using shield. Ability 1 summons a wall of logs and leaves. Ability 2 summons vines to trip and stun entities. Shifting around saplings cause them to grow immediately.
Joel - Strenght I when touching grass. Permanent Haste I. No fall damage when hitting grass or dirt. Resistance I when underground. Ability 1 causes an area to become like quicksand. Ability 2 allows the player to move trough the ground (like the phantom origin). Shifting causes a shockwave pushing entities away slightly.
Martyn - Permanent +1 level of thorns. x2 damage against entities who have hit him first. Durability loss for armor is shared with attacking entity. Badly damages nearby entities when killed. Ability 1 summons 6 wolves that will attack an attacker. Ability 2 stuns anything that attacks the player for a certain amount of time. Shifting adds an additional level of thorns.
Ren - Permanent Resistance I. Resistance to poison and wither effects. 20% chance of doing double damage. 20% chance of afflicting Slowness. Ability 1 causes nearby entities to have the Weakness I effect (a bit like blue diamond's powers). Ability 2 decreases a targets max health for a few seconds. Shifting stops for a moment nearby entities.
Scar - Permanent Speed I and Haste I. Strenght I, Regen I and Resistance I when on path blocks. +1 armor on boots. Passive +2 levels of feather falling. Ability 1 transforms nearby dirt to path block. Ability 2 gives Speed V and Jump Boost II for a few seconds. Shifting doesn't slow the player down.
Scott - Speed I and Regeneration I in cold biomes. Toggable Frost Walker II. 10% chance of freezing enemies in place. x2 damage against frozen enemies. Ability 1 creates ice spikes that damage enemies. Ability 2 freezes 1 target for a few seconds. Shifting gives Resistance II but leaves a trail of snow behind.
Skizz - Resistance to poison and wither effects. Killed enemies spawn a wither rose on death. 10% chance to inflict the wither effect on entities when attacking. 20% chance to remove 200 armor and weapon durability. Ability 1 gives withering effect to 1 target. Ability 2 causes nearby blocks to decay. x2 wither chance when shifted.
Tango - Regen II when on fire. Resistance to fire, magma and lava damage. Passive Flame and Fire Aspect. Fortune V when mining coal. Ability 1 turns a stack of coal into a diamond. Ability 2 trows fire hot coals at targets. Shifting speeds up cooking speed for nearby furnaces and campfires as well as fire tick speed.
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Permadeath influences the domains assigned negatively.
BdoubleO - Day goes from a 15 light level to a 7 light level.
BigB - -50% leather, wool and string drops.
Cleo - Faster hunger.
Etho - +50% mobs during the night.
Impulse - -50% iron and gold durability.
Grian - Peoples names go gray hiding their life count.
Jimmy - All leaf blocks disappear, Weakness I in forests or taiga biomes.
Joel - Grass turns into course dirt, Weakness I when touching course dirt.
Martyn - Mobs have Thorn I.
Ren - Reduced Regeneration.
Scar - Slowness I.
Scott - Snow and ice disappear, Weakness I when in cold biomes.
Skizz - Reduced max health.
Tango - -80% furnace speed, flint & steel stops working.
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