Sleepdeprivedskelton - The Palace Of ADHD

sleepdeprivedskelton - The Palace of ADHD
sleepdeprivedskelton - The Palace of ADHD
sleepdeprivedskelton - The Palace of ADHD
sleepdeprivedskelton - The Palace of ADHD
sleepdeprivedskelton - The Palace of ADHD
sleepdeprivedskelton - The Palace of ADHD
sleepdeprivedskelton - The Palace of ADHD

More Posts from Sleepdeprivedskelton and Others

11 months ago

NEED HELP WRITING? (a masterlist)

I have likely not added many that I've reblogged to this list. Please feel free to roam my blog and/or ask/message me to add something you'd like to see on this list!

Synonym Lists

Look by @writers-potion

Descriptors

Voices by @saraswritingtipps

Show, Don't Tell by @lyralit

Tips & Tricks

5 Tips for Creating Intimidating Antagonists by @writingwithfolklore

How To (Realistically) Make a Habit of Writing by @byoldervine

Let's Talk About Misdirection by @deception-united

Tips to Improve Character Voice by @tanaor

Stephen King's Top 20 Rules for Writers posted by @toocoolformedschool

Fun Things to Add to a Fight Scene (Hand to Hand Edition) by @illarian-rambling

Questions I Ask My Beta Readers by @burntoutdaydreamer

Skip Google for Research by @s-n-arly

Breaking Writing Rules Right: Don't Write Direct Dialogue by @septemberercfawkes

Databases/Resources

International Clothing

Advice/Uplifting

Too Ashamed of Writing To Write by @writingquestionsanswered

"Said" is Beautiful by @blue-eyed-author

10 months ago

words to use instead of ________

"Mad"

aggravated, angry, annoyed, boiling, cross, enraged, exasperated, fuming, furious, heated, incensed, indignant, irate, irritable, livid, offended, outraged, riled, steamed, storming, upset

"Nice"

amiable, charming, cordial, courteous, delightful, favorable, friendly, genial, gentle, gracious, helpful. inviting, kind, lovely, obliging, peaceful, peachy, pleasant, polite, swell, sympathetic, tender, welcoming, well-mannered, winning

"Pretty"

alluring, appealing, attractive, beautiful, charming, cute, delightful, desirable, elegant, eye-catching, fair, fascinating, gorgeous, graceful, intriguing, lovely, pleasing, striking, stunning, sweet

"Said"

alleged, argued, asked, asserted, babbled, bellowed, bragged, commented, complained, cried, declined, demanded, denied, encouraged, expressed, giggled, growled, inquired, moaned, nagged, rebuked, rebutted, replied, rejected, retorted, roared, scolded, shrieked, shrugged, stated, taunted, vowed, warned, whined, whispered, yelled

"Went"

avoid, bolt, bound, depart, exit, escape, flee, fly, hike, hop, jaunt, jolt, journey, leap, leave, lurch, march, mosey, move, pace, parade, pass, progress, retreat, saunter, scoot, skip, split, step, stride, stroll, tour, travel, vanish

more words to use instead other words to use instead another list of words to use instead

11 months ago

The fundamentals of Magic

I finally got around to writing a guideline for my magic system. As this was for my own use, i didn't put much effort into formatting or story-writing, but i thought i would share regardless.

General Concept:

Magic exists as an energy found in the "Third Realm," a shadow-like domain composed entirely of magical energy.

The First Realm is the physical world, and the Second Realm is the immaterial realm of the gods. The Third Realm is a non-physical shadow of the physical world composed entirely of magical energy.

All living creatures in the First Realm have a faint connection to the Third Realm, naturally drawing a small amount of magic into the physical world.

The "gods" of the second realm exist by the energy of the third realm, but exist as a sort of undefined halfway point between the first and third realms. Their domains are composed of magic with the illusion of physicality. The existence of the dead in this realm pose major questions on the nature of the soul that I honestly don't feel like trying to explain.

more on this later i think.

See [[Realms]]

Mechanics:

Larger creatures can channel more magic due to their greater connection to the Third Realm.

This is tied to a creature's volume, but has a small effect. Humans and Dragons have far more magic than one might expect from their size.

Dragons are something of a special case that will be expanded on later.

A large and small human will have a negligible difference in access to magic.

A ant will have less access to magic than a deer. etc.

Animals generally have far less accessible magic than sentient races, but special cases have been known to surface.

plants have almost no perceivable magic, this is thought to be a result of not having a soul or blood.

Magic in living beings is more stable and "pure" compared to the chaotic energy found directly in the Third Realm. Magic is "filtered" when it is pulled between realms by a living force, although the mechanism behind this is not understood.

Using magic depends greatly on what medium is used to control it.

Ember magic must be used by channeling magic from the Third Realm into the physical world without drawing it into one's own body, otherwise you risk mana sickness.

Dragon Magic uses dragon bone as either an amplifier or a battery for magic, allowing one to slowly accumulate large stores of magic which can be unleashed without loss.

"natural" magic is magic drawn directly from the user's body. This method must be used as a sort of signal current to activate and use other types of magic. It is the most widespread form, and also the weakest on its own, as humans have a very limited amount of natural magic at any given time. Think of it like blood, when you run low, you make more. You can't lose very much without feeling some serious effects.

When using Ember magic, natural magic is channeled from the user to maintain the connection to the third realm, and to direct the flow of the raw or chaotic third realm magic. This imposes a hard limit on how long an Embermancer can operate.

In draconic casting, raw magic is used to "break the seal" an unleash what is stored, but is otherwise preserved, making this an extremely efficient way to use large amounts of magic.

When casting without a medium, magic may flow from any part of the body, but most commonly the hands. Running low on internal magic will cause exhaustion and may bring similar symptoms to complete bodily exhaustion such as hallucinations, unconsciousness and cardiac arrest. If you run completely out of internal magic, you will die, although most will fall unconscious before this point, similar to how you will pass out and begin to breathe again if you hold your breath too long. If magic is being continually drawn from you, by a formulated spell or Ember channeling, for example, your body will rapidly breakdown to generate the deficit energy drawn from you. This is known as "Burnout".

Special Materials:

Dragon bone is prized for its ability to hold and amplify magic, allowing spellcasters to channel larger spells.

Ember acts as a conduit for magic. It allows magicians to draw vast amounts of energy from the Third Realm with minimal personal expenditure, but with significant risks. When in use, Ember generates a significant amount of heat. Ember takes the form of a black, basalt-like material interspersed with brilliant orange luminous crystals. The crystal formations are the actual Ember, with the black material being similar to a dross.

Ember prisms, cut from higher-grade Ember, are coveted for their increased effectiveness and reduced heat buildup. However, overheated Ember prisms can be extremely dangerous to the user. Despite their name, Prisms are not a specific shape. Ember is often found in pentagonal prism form in small samples, but very large masses can have a wide range of crystal forms. Ember can be cut to any shape. It is traditionally cut to 2-6" rods and used in a similar fashion to a wand. They are often shaped to maximize skin contact to reduce the effects of Ember-burn.

Overheated Prisms can cause serious burns, and have a chance to explode when overheated. Larger masses have the potential to run away while under heavy use, creating a huge spike in heat as the Ember begins drawing magic by it's own power. This almost always leads to the violent destruction of of the prism and the surrounding area. The only way to stop a runaway reaction is to quickly cool the mass below the critical threshold.

Runaway spells are not true spells. The original spell usually falls apart near instantly as the stone switches from a controlled stream of magic into an overflow of raw energy. This uncontrolled flood of energy usually ignites anything nearby within seconds. See [[The Helebrost Incident]].

Risks and Side Effects:

Drawing raw magic from the Third Realm into one's body, rather than expelling it directly into the world can cause "mana sickness," which manifests as nausea, muscle cramps, seizures, coma, spontaneous bleeding, and even death if overexposed. the condition generally lasts about 24 hours, while your body quickly attempts to prevent breakdown from the influx of chaotic magic.

"Burnout" occurs when a magician's body is destroyed by excess "dirty" magic drawn directly from the Third Realm, or is reduced directly into energy while overcasting, leading to violent immolation or explosion.

Ember-Specific Risks:

Prolonged use of Ember can cause mundane heat burns, and "Ember-burn"; a mostly harmless condition where the stone seeps into the user's skin, causing dark scars, patterns, itching, occasional numbness, and other irritating effects. In very extreme cases, Ember will begin to crystalize directly on, in, or even under the user's skin, sometimes causing frostbite-like damage and intense pain.

Magicians using Ember typically channel magic directly through it into the world, avoiding the chaotic energy's harmful effects on their bodies. See "Burnout"

Historical Context -- to be expanded

Horus Tobb discovered Ember magic but died from burnout while demonstrating its use to the Magician's guild in Tarbrind. This tragedy led to a global increase in interest for magical research.

The rediscovery of Magnus Helderon's Divine Theory provided a deeper understanding of the nature and mechanics of magic. See [[Magic and the Second Realm - Ember and Bone]]

The Helebrost Incident - the first recoded runaway of an Ember Prism. A 33" diameter Ember Sphere used for conducting research at the Helebrost University entered a meltdown state after a research team attempted to transmute a mass of pig iron directly into gold. The resulting inferno burned down nearly 3.5 square miles (9 square km) of the the surrounding city in a blaze which lasted nearly a week.


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2 months ago

Moving wb to a separate blog

The Gilded rebellion, Archive 1402-25-0305

The Rich Man's Rebellion

Excerpt from The Modern History of Tarbrind and Her States by Bertrand Coffman, 1402. "…And having been tried and found wanting by Tarkenbrand, son of Ulnar; Ponsious, former king of Tarbrind, was cast down from the high tower of Tarbrind and his body dashed against the rocks and was rent upon them. Such was the body rent that neither footman nor peasant nor dog of the street could bear him away, and the crows of the mountain feasted upon his flesh." Book of Kings, 1398. Author Unknown.

The Rich Man's war, sometimes called the Gilded rebellion, was a product of severe political unrest and upheaval following the deposition of King Ponsious. When Tarkenbrand ascended to the throne, having physically thrown the former king from the tower of the Upper Gatehouse, he wasted no time in destroying the political power of the old money of Tarbrind. He quickly began removing unqualified military and government persons from service. He severed ties with the rich "sponsors" who had been using their wealth to influence legislature for generations. Naturally, this made him wildly unpopular with the wealthy families of the city.

Who is Tarkenbrand? - Tarkenbrand, or Tarken for short, is the son of Ulnar, citizen of Tarbrind, and a fishmonger. He grew up in a poor household, and joined the military as a way to supplement his family's income at the age of 18. During this time, He and his peers became disillusioned with the ruling powers. By the time his 5 year term was over, he had a wide spread of connections both in the military and among laymen.

As they always did in the past, the old blood of the city banded together to find some way to press this new king into a fitting puppet, or remove him. Naturally, they first went to the military, who had seen the upheaval of nearly 40% of leadership positions removed. To their displeasure, they found that the authority in the military had passed to those guided by duty, rather than gold. Another solution was needed. Meanwhile, rumor that many of the former nobles were plotting to overthrow the throne had reached the ears of Tarken, who decided to show them he wasn't going to play their games. He passed the Refutation of 1399, which struck down the leases which many nobles had on land in Upper Tarbrind, and once again forbidding anyone to live in the high city apart from the King's family and his guards. The act also demanded the assets on the reclaimed property be removed in 3 months, or in 12 months, alongside a heft bailout.

The Refutation Act of 1399 - As is the nature of man, and as the years moved on, the upper class citizens sought to set themselves apart from the proximity of common man. The natural answer was the inselberg of High Tarbrind, land which by law could belong only to the King, and the government by extension. To circumvent this, many rich families paid to lease land in Upper Tarbrind, and build manors there. The Refutation of 1399 severed the contracts of these leases, and made it illegal not only to own land, but for a private citizen to lease land. Not only that, but it became illegal to stay in the sector overnight, excluding only members of the King's family, his guests, and royal/city guards.

This act infuriated the now-disgraced nobles. Forced to live among the common people, they ramped up their plans by withdrawing all financial deals and support from the crown. Since Tarken had no family wealth of his own, this would have been the death stroke to his little show, bankrupting the kingdom overnight and forcing him to sign deals to regain support, or to step down entirely. It would have worked if Tarken had not already secured a personal load from the Emperor of Helebrost himself, who was dealing with a similar situation.

The financial gambit drove Tarken into a rage, and escalated the conflict into a full-blown political war. Tarken executed a nearly tenfold increase on tax for those who owned more than 100,000 Grand Tennet, equal to roughly 3000lbs of gold. This effectively targeted only the exceptionally wealthy, and took into account yearly earnings, value of assets, and invested assets. At the same time, the three month due on the 1399 act had come into effect, and Tarken was able to legally liquidate the assets of the manors of Upper Tarbrind for a huge sum of money, allowing him to hold out against the financial siege much longer. He also reduced the wage tax on the common man, and removed the tax on candles and cheese, which had been in effect for nearly three decades. This action won him huge support from the working class, and completely isolated the nobles who were working against him.

Once month before the restriction on private military was put into effect, the nobles attempted one last desperate attempt to gain the upper hand. They hired a group of 37 mercenaries, who infiltrated the upper city and bribed a guard to falsify the gatehouse record, allowing them to stay until midnight, when they stormed the Royal Palace in an attempt to capture or kill Tarken and his family. The coup ended with a bloody ten minute brawl, in which 33 of the 37 mercenaries, and 6 of the 15 Royal Guard on duty were killed. The newly appointed Vice Captain Talia of the Royal Guard singlehandedly killed seven of the assailants inside the chamber of the King, where she stood guard.

After the incident, the driving names behind the attempt on the King's life were revealed, and they were convicted of treason and executed. By law, their possessions became forfeit to the crown, which boosted the royal treasury far beyond what it had been before Tarken took power, and the Gilded rebellion was put to rest.

8 months ago

How to avoid White Room Syndrome

by Writerthreads on Instagram

A common problem writers face is "white room syndrome"—when scenes feel like they’re happening in an empty white room. To avoid this, it's important to describe settings in a way that makes them feel real and alive, without overloading readers with too much detail. Here are a few tips below to help!

Focus on a few key details

You don’t need to describe everything in the scene—just pick a couple of specific, memorable details to bring the setting to life. Maybe it’s the creaky floorboards in an old house, the musty smell of a forgotten attic, or the soft hum of a refrigerator in a small kitchen. These little details help anchor the scene and give readers something to picture, without dragging the action with heaps of descriptions.

Engage the senses

Instead of just focusing on what characters can see, try to incorporate all five senses—what do they hear, smell, feel, or even taste? Describe the smell of fresh bread from a nearby bakery, or the damp chill of a foggy morning. This adds a lot of depth and make the location feel more real and imaginable.

Mix descriptions with actions

Have characters interact with the environment. How do your characters move through the space? Are they brushing their hands over a dusty bookshelf, shuffling through fallen leaves, or squeezing through a crowded subway car? Instead of dumping a paragraph of description, mix it in with the action or dialogue.

Use the setting to reflect a mood or theme

Sometimes, the setting can do more than just provide a backdrop—it can reinforce the mood of a scene or even reflect a theme in the story. A stormy night might enhance tension, while a warm, sunny day might highlight a moment of peace. The environment can add an extra layer to what’s happening symbolically.

Here's an example of writing a description that hopefully feels alive and realistic, without dragging the action:

The bookstore was tucked between two brick buildings, its faded sign creaking with every gust of wind. Inside, the air was thick with the scent of worn paper and dust, mingling with the faint aroma of freshly brewed coffee from a corner café down the street. The wooden floorboards groaned as Ella wandered between the shelves, her fingertips brushing the spines of forgotten novels. Somewhere in the back, the soft sound of jazz crackled from an ancient radio.

Hope these tips help in your writing!

sleepdeprivedskelton - The Palace of ADHD

I got an ad in my dream. :(

9 months ago

The Helebrost Incident

Statement 11-07-1310. Helebrost Department of Safety.

This statement outlines the approximate times of major events pertaining to the major incident which occurred at the Helebrost Institute of Magics, 7th of Malice, 1310. Long Live The Emperor.

11-07, 1:45 PM Significant Smoke seen rising from west tower, HIM. Call for brigade organization sent to HDS Nature presumed mundane

11-07 1:54 PM Brigade assembles outside HIM, West. Flame seen engulfing the tower's top floor

11-07 2:01 PM Intel from on-site staff indicate fire possibly due to run-away magic, details unclear. Request for Riot Control sent to HDS Request for more manpower sent to HDS and nearby districts.

11-07 2:13 PM Riot Squad arrives and establishes zone of control. Fire Brigade begins work clearing the building

11-07 2:17 PM Brilliant light seen emanating from top of HIM, West Tower. Request for more manpower sent to HDS Roof partially collapses inward. Radius of control is expanded.

11-07 2:28 PM City wide fire brigades assembled, Pumping station is functional. Water is observed to be reduced to steam without contacting the tower

11-07 2:45 PM Explosion is heard as tower partially collapses inwards, Floors from 4th upwards are destroyed and fall into the tower. Blinding light from 2nd floor is visible. Light and falling debris causes injuries in some emergency persons.

11-07 2:48 PM Fire spreads to HIM Helderon Hall Cordon Order given by Lucas Armsten, HDS. Efforts begin to isolate the burning buildings from the rest of campus, assume full loss of afflicted buildings. Light from Tower reported to ignite materials on contact within 50ft of tower. Unconfirmed

11-07 4:11 PM Water deemed ineffective on primary source, switched to damage control by order of Lucas Armsten, HDS Deafening howl reported from HIM, West Tower.

11-07 4:53 PM Explosion felt across the capital at 4:53 PM, Origin is HIM West. Burning debris seen flying hundreds of feet into the air.

11-07 4:59 PM State of Emergency Declared in Helderon South, evacuation order given. Debris seen up to 5 miles away Hundreds of fires reported Dispatch order given to all state and military personnel.

11-08 1:00 AM Coordinated efforts by military and emergency persons complete evacuation of Helderon, South Quarter. Est. 1200 persons missing or dead.

11-08 6:30 AM Fires spread through low income district unimpeded, inner gates blockaded in effort to prevent spread to the upper city. South Quarter completely locked down

11-09 10:00 AM Fires isolated from initial source and Low income/market area under control Lower City Cordoned by Mages' guild in effort to control the wildfire.

11-09 8:45 PM Wind Shift causes fire to break containment, West Avenue Wall evacuated Reports of Fire tornadoes confirmed Eastward Expansion contained, Northward slowing. Nothing left southward to save.

11-10 3:17 AM West Avenue Wall collapsed in 1/4 mile stretch, near fishmarket street. Cordon Efforts proving effective in stopping Northward spread

11-10 4:00 AM West District Emergency Declared to allow for cordoning efforts in highly populated areas

11-10 5:27 AM Moderate rainfall recorded Wind slows significantly

11-11 6:00 AM East and Northward Fronts quickly retreating. Fire has exhausted its fuel in those sectors Westward spread is slowed Diplomats dispatched to Tarbrind seeking humanitarian aid.

11-11 11:21 AM Wind shift blows Southward into open land. control deemed unnecessary. West District Deemed contained

11-11 2:00 PM West district Emergency lifted All fronts rapidly pushed back towards ground zero

11-11 9:47 PM HIM grounds reached by emergency personnel, no survivors found. No remaining corpses found, determined to be incinerated. Stonework of West Tower is reportedly in a molten state.

11-12 6:00 AM South District Lockdown lifted, Salvage operation ordered by HDS Council

11-12 12:00 PM Emperor Tours desolated areas Military on patrol to prevent unrest

END OF REPORT TIMELINE

ADDENDUM

From 11-12 to 11-16, Multiple small fires were reported and controlled. An estimated 3.5 Square miles of city were completely destroyed in the conflagration. Near ground zero, stonework was observed to be melted, with evidence that liquid stone was flowing down the streets.

The initial explosion is estimated to have killed nearly 1300 people, most of whom were emergency response persons. The following blaze killed another 500, as many were trapped by the hundreds of fires sparked by the explosion. Nearly 100,000 people were left without homes.

Aid caravans began arriving 2 weeks later, carrying valuable food and medicine, as well as tools and most importantly, many people seeking work.

The practice of large scale magic was banned within city limits following the catastrophe, and the school of magic was not rebuilt until nearly a decade later, located almost 3 miles from the city walls. A large public square with the largest fountain in the city was erected on the site as a memorial to those who gave their lives to combat the flames. It depicts some 200 life-sized figures of wrought brass in various active poses amidst an enormous reflecting pool. The names of all known lost souls are engraved around the base of the pool. The square is overlooked by the Emperor's Honor guard to this day.


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8 months ago

STOP DOING THIS IN INJURY FICS!!

Bleeding:

Blood is warm. if blood is cold, you’re really fucking feverish or the person is dead. it’s only sticky after it coagulates.

It smells! like iron, obv, but very metallic. heavy blood loss has a really potent smell, someone will notice.

Unless in a state of shock or fight-flight mode, a character will know they’re bleeding. stop with the ‘i didn’t even feel it’ yeah you did. drowsiness, confusion, pale complexion, nausea, clumsiness, and memory loss are symptoms to include.

blood flow ebbs. sometimes it’s really gushin’, other times it’s a trickle. could be the same wound at different points.

it’s slow. use this to your advantage! more sad writer times hehehe.

Stab wounds:

I have been mildly impaled with rebar on an occasion, so let me explain from experience. being stabbed is bizarre af. your body is soft. you can squish it, feel it jiggle when you move. whatever just stabbed you? not jiggly. it feels stiff and numb after the pain fades. often, stab wounds lead to nerve damage. hands, arms, feet, neck, all have more motor nerve clusters than the torso. fingers may go numb or useless if a tendon is nicked.

also, bleeding takes FOREVER to stop, as mentioned above.

if the wound has an exit wound, like a bullet clean through or a spear through the whole limb, DONT REMOVE THE OBJECT. character will die. leave it, bandage around it. could be a good opportunity for some touchy touchy :)

whump writers - good opportunity for caretaker angst and fluff w/ trying to manhandle whumpee into a good position to access both sites

Concussion:

despite the amnesia and confusion, people ain’t that articulate. even if they’re mumbling about how much they love (person) - if that’s ur trope - or a secret, it’s gonna make no sense. garbled nonsense, no full sentences, just a coupla words here and there.

if the concussion is mild, they’re gonna feel fine. until….bam! out like a light. kinda funny to witness, but also a good time for some caretaking fluff.

Fever:

you die at 110F. no 'oh no his fever is 120F!! ahhh!“ no his fever is 0F because he’s fucking dead. you lose consciousness around 103, sometimes less if it’s a child. brain damage occurs at over 104.

ACTUAL SYMPTOMS:

sluggishness

seizures (severe)

inability to speak clearly

feeling chilly/shivering

nausea

pain

delirium

symptoms increase as fever rises. slow build that secret sickness! feverish people can be irritable, maybe a bit of sass followed by some hurt/comfort. never hurt anybody.

ALSO about fevers - they absolutely can cause hallucinations. Sometimes these alter memory and future memory processing. they're scary shit guys.

fevers are a big deal! bad shit can happen! milk that till its dry (chill out) and get some good hurt/comfort whumpee shit.

keep writing u sadistic nerds xox love you

ALSO I FORGOT LEMME ADD ON:

YOU DIE AT 85F

sorry I forgot. at that point for a sustained period of time you're too cold to survive.

pt 2

7 months ago

On Theodreseax

Note recovered from the Library of Tarbrind, following the disappearance of it's author, John Heldefson, Field Scholar.

Theodreseax, by his own admission, is a dragon of many flaws: pretentious, selfish, irredeemably paranoid, and unashamedly rude when the occasion arises. He neither favors nor despises humans, treating them with a mixture of distant disinterest and dismissive superiority. Upon our first meeting, I was bound to a contract with my life as its wager, a fact I remain rather displeased with, though there is little to be done now. I cannot reveal his exact location, as that information is under the same.

Theodreseax is a dragon of considerable size, measuring some 450 feet from snout to tail. His slim frame and elongated, spiny horns make him appear even larger than his already impressive bulk. His scales are a brilliant red, with black spines running down his back, and his underbelly shines a softer, burnt orange. His scales, larger than a man’s hand, shimmer like polished gems. While his original breath weapon was a thick, viscous flame, he has since altered himself, allowing him to produce an astoundingly lethal vapor, a trait he learned to protect the unique nature of his hoard. He admits himself to be 495 years old, born on the final day of Emperor Halifax the Tenth, on the fifth day of Malice.

Theodreseax is not a stereotypical (and almost always incorrect) hoarder of gold or jewels that legend makes out dragons to be. Instead, his lair beneath the ruins of an ancient castle is packed floor-to-ceiling with books, manuscripts, relics, and untold quantities of knowledge. His treasure is information, and he brokers it with those who can meet his price—typically another secret or piece of valuable lore. This vast chamber is his domain, a world unto itself where even the air seems heavy with the weight of the knowledge stored within.

Curiously, He does not dwell in solitude. He is attended by a group of beings he refers to as Dragonians or, as some legends name them, Kobolds. These creatures range in height from 4 to 7 feet, their anatomy bearing similarities to humans but with distinct draconic features, including long, lizard-like tails and elongated, snouted faces lined with sharp, triangular teeth. Their scales are small, about the length of a finger, and they appear to be warm-blooded. Their eyes are piercing and bright, and seem to glow with a light from within after the manner of true dragons. While sentient and clearly understanding my speech, they did not converse with me, leading me to believe that their silence is out of duty rather than incapacity. They are dressed in the style of the old imperial maids, who famously refrained from all speech during their duties. I must admit I find this likeness equal parts disconcerting and hilarious. He claims there are more of their kind farther south, albeit they are few in number. I suppose I should not be surprised to find another sentient race beside human and dragon, though I am filled with wonder at this discovery.

Over the course of several days, He and I conversed extensively, during which I was able to purchase invaluable information concerning another topic of interest. He was particularly impressed with my method of locating the Fathomless Tomb, and he did not consider his debt to me fulfilled with the information i requested of him, and he offered me further information free of charge should I ever return. However, when pressed about Celethon or any matters regarding him, Theodreseax was not evasive, but outright refused any information. He seemed surprised and somewhat impressed when I presented the knowledge I had already gained on Celethon, but refused to offer more than correcting me in my physical description. When I inquired about his own secrecy, he insisted he had no interest in the "petty squabbles of such short-lived creatures." I could hardly argue with his perspective.

Upon departing from his lair, Theodreseax directed me through a peculiar wooden door reinforced with wrought iron bars. The door was surrounded by runes I did not recognize, and though I attempted to commit them to memory, I found them fading from my mind like a forgotten dream. Passing through the door, I was astounded to find myself not in some remote wilderness, but standing in a back alley in Tarbrind, many miles from where I had expected to emerge. Truly, Theodreseax is a keeper of endless secrets.


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sleepdeprivedskelton - The Palace of ADHD
The Palace of ADHD

World building fiction writer, He/Him or Skele/ton.Ask me anything :)Praise the worms that break the clay,Where maggots dance and life decay For corpse lays down, and death takes hold, And in the rot, life new unfolds.

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