# long roots

I'm a 4th year Undergraduate student and today in class we broke the transitive property, since sqrt(1) is simultaneously equal to -1 and 1. So 1 = sqrt(1) = -1 but 1 does not = -1. This makes me SO MAD. I LEARNED THAT PROPERTY A DECADE AND A HALF AGO. WHY ISNT THE PEPPERONI ON THE EARTH

Simple, because any equation that utilizes a square root (that isn’t geometric and requires it to be positive) is labelled as +/- (like the quadratic equation). In technicality, the answer is that it isn’t equal to both of them seperately, but both of them together. Technically the same square root function is used in geometry (Pythagorean Theorem), but since you can’t have a hypotenuse that’s -5 feet long, the negative root is omitted from the answer

it’s amazing how fast i grew to luv beachcree

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shaw + slowly becoming more receptive to root’s flirtations

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## The Hunchback of  Notre dame - Frollo Grapes

“Buenos Dias Esmeralda” - Frollo

• Grapes

## HOW TO MAKE IT

1. Before planting bare root vines, soak the roots in water for 3-4 hours. At planting, remove all canes except the most vigorous one. Plant vines with the lowest bud on the cane just above the soil surface. Trim off any broken or excessively long roots. Dig a hole large enough to you can spread the root system out then cover the roots completely with soil. Mulching is not usually recommended for grapes because mulch will moderate the soil temperature, often keeping it cooler in warmer months, and grape vines grow best in warmer soil.

After planting, water the vines regularly throughout the first year. The root system needs to grow and establish to allow for shoot growth in the first year.

Grapevines need some type of support or they will trail along the ground. The support can be an arbor covering a patio for shade, or can be as simple as a post in the ground to support the trunk of the vine. Grapevines can also be grown along an existing fence. Virtually any type of support structure will do, provided it is sturdy. Grape vines grow quickly and get quite heavy.

Once the trunk has reached as high as you want, and the lateral trunks have been formed, prune the vine each spring before growth begins so the developing canes have enough air movement around them to reduce diseases. There are many different methods and techniques for training vines; we recommend you experiment with pruning vines to make them an integral part of your landscape. Remember, fruit is produced on the current season’s growth, that in turn grows from last season’s wood. Heavy pruning provides the best fruit. Light pruning results in large yields of poor-quality fruit; very heavy pruning produces too much vegetative growth and very little or no fruit.

The best way to tell if grapes are ripe is to taste a few. Many cultivars turn color before they are ripe. To harvest, clip full clusters off the vine with pruning shears or heavy scissors. Handle clusters carefully; remove any discolored, injured, or undesirable berries; and then cool them as soon as they are picked.

## Follow for more simple & easy Disney recipes!

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“The universe is infinite and chaotic and cold, and there has never been a plan. At least not til now.”

Long rooted tree

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Post-Samaritan wherein Root is still a reckless fuck tryna weed out the remaining Samaritan agents on her own :’)

Guess who I drew!! Again!! Because I love her!!!!!

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(ง'̀-‘́)ง shaw + (´∀｀)♡ root

Hey, you're awesome, thanks for existing, basically ^_^ Anyway, I wanted to know if you have any tips on how to write different personalities? My characters (all of them) always end up with the same default personality that I fall back on. Thanks!

Thanks for your question, darling!  I think most of us have struggled with this – after all, we’re conditioned to one way of thinking, feeling, and acting for as long as we live.  That doesn’t necessarily mean we write characters like ourselves, though.  In fact, many of us have a “default character” that’s sassier than we are, sweeter than we are, or in some way different enough from us that we still feel like we’re writing a character.

The problem, then, isn’t that we can’t visualize a different personality than ours.  On the whole, we can.  What we’re missing are the small details that make it feel whole – otherwise, it’s like painting the same room six different colors and trying to pass it off as six different rooms.  Different dominant traits can’t hide the fact that you’re working with one template!

So the question we’re left with: what are the traits we’re missing?  And how can we change them to create a unique and whole personality?

## Three Types of Character Traits

There are, as the title suggests, three major categories of personality traits as I see it: fundamental traits, acquired traits, and detrimental traits.  A well-rounded character needs some of each to be three-dimensional and realistic.

## Fundamental Traits

The fundamental traits of a person’s character are not as simple as interests and preferences; they are the very base of all decisions and desires.  They are either learned in early life or developed over a long period of time, rooting deeply into the personality.  A few examples of fundamental personality traits include:

• Upbringing – The word choice here is conscious, as upbringing encompasses many different aspects of a person’s development.  Consider who raised them, and with what morals and practices they were raised to adulthood.  Consider their influences, both familial, social, and in media; consider the relationships that were normalized during their development, as well as the living conditions (financially, emotionally, environmentally, etc.).  The people, places, emotions, and conflicts made common during a person’s developmental period are essential to their personality in adulthood.  This is why psychologists often draw present-day problems back to a person’s childhood memories – because those formative years can subconsciously dictate so much of a person’s future!
• Values – These may not coincide with the values a person is raised to hold, but upbringing certainly has an influence on this. A person’s values will direct the course of their life through every decision, large and small.  You don’t need to outline everything your character believes is important – every moral and every law they agree/disagree with. But those values which stand above others will give your character purpose.  A few of my favorite examples are: Jane from Jane the Virgin (whose initial storyline is heavily based on her religion and desire for a beautiful love story, as well as her childhood influences who inspired these values) and Han Solo from Star Wars (whose character development rested upon his values shifting from money and gratification to more honorable things).
• Beliefs – Different from values, beliefs are a more general set of guidelines for how a person believes things are supposed to be.  Beliefs can also be a source of great conflict, as a character tries to stay aligned with their beliefs despite other values or desires.  These beliefs can be established systems, like religion or politics; they can also include more personal belief systems, like nihilism or veganism.  A characters beliefs, like their values, can change over the course of the story – but even if a character is questioning one system of belief, like religion or pacifism, they should have other belief systems in place to govern some of their activity.
• Reputation – A lot of human activity, whether consciously or not, is dictated by how others perceive them (or how they believe others perceive them).  There are two types of reputation: personal and passing.  For instance, a woman named Sally who gains a personal reputation of sleeping around will behave in reaction to this reputation – either sleeping around because everyone already expects it of her, or specifically not hooking up because she wants to shake this reputation, or developing a thicker skin to deal with the rumors until it passes.  A man named Billy who, because of his tattoos, bears a passing reputation as an intimidating man will either try to soften his demeanor with strangers, own up to the image, or at least learn to expect judgment from strangers as a consequence.
• Self-Image – Also relevant to a person’s behavior is the way they perceive themselves, which can often have little to do with their reputation.  A lot of self-image is based on definitive moments or phases in the past.  For instance: for several years after I started wearing contacts and cutting my hair, I still saw myself, in dreams at night, with long hair and glasses.  One of my friends, similarly, could not seem to notice when boys would flirt with her during sophomore year – because she still saw herself as an awkward middle schooler with braces, and not as the charming cheerleader with the great smile.
Inversely, self-image can be inflated, causing character to behave as though they are funnier, smarter, or more prepared than they truly are (see: the rest of my sophomore acquaintances).  This can be an overlooked character flaw opportunity – or flawportunity…

## Acquired Traits

Now we move on to the acquired traits of personality, which are the ones you’re more likely to find on a character sheet or a list of “10 Questions for Character Development”, alongside a million other things like their zodiac sign and their spirit animal.  But the traits I’m about to outline are a little more relevant to a character’s behavior, and more importantly, how to make this behavior unique from other characters’ behavior.  The following traits will be learned by your characters throughout their life (and their story), and are more likely to shift and grow with time:

• Interests – I know, I had to reach deep down into my soul to think of this one.  But it’s true!  Interests, both in childhood/adolescence and in adulthood, are an important part of a character’s personality and lifestyle.  Childhood interests both reveal something about the character (for instance: my nephew loves trains, Legos, and building, suggesting a future interest in construction or engineering) and create values that can last for a lifetime.  Current interests affect career choice, social circles, and daily activity for everyone.  Forgotten or rejected interests can be the source of pet peeves, fears, or bad memories. There’s a reason I’ll never play with Polly Pockets again, and it 100% has to do with bloody fingertips and a purse that wouldn’t open.
• Sense of Humor – This can be a little hard to define, understandably.  If you were to ask me what my sense of humor is, I’d probably start with a few stupid memes, pass by Drake & Josh on the way, and somehow wind up telling you bad puns or quoting Chelsea Peretti’s standup comedy. A person’s sense of humor can be complex and contradictory!  Sometimes we just laugh at stuff because someone said it in a funny way.  But anyway, to help you boil this down to something useful: take a look at a few kinds of comedy and relate it to your character’s maturity level.  Do they laugh when someone lets out a toot?  Are they the kind of person to mutter, “That’s what she said,” or simply try not to laugh when something sounds dirty?  Can puns make them crack a smile?  Do they like political humor?  Do cat videos kill them?  Is their humor particularly dark?  Can the mere sound of someone else laughing make them laugh?  Figure out where your character’s sense of humor is, and you’ll feel closer to them already.
• Pet Peeves – For every interest a person may have, and everything that makes them laugh, there’s something else that can piss them off, large- or small-scale.  Are they finnicky about their living space and neatness? Do they require a lot of privacy? Do certain sounds or behaviors drive them crazy?  What qualities are intolerable in a romantic interest for them? What kind of comments or beliefs make them roll their eyes?  If you need help, just try imagining their worst enemy – someone whose every word or action elicits the best eye-rolls and sarcastic remarks and even a middle finger or two – and ask yourself, what about this person makes them that mortal enemy?  What behaviors or standards make them despicable to your character?  That’s all it takes.
• Skills – Everybody has them, and they’re not just something we’re born with.  Skills can be natural talent, sure, but they’re also cultivated from time, values, and interests.  What is your character okay at?  What are they good at?  What are they fantastic at?  Maybe they can cook.  Maybe they have a beautiful eye for colors.  Maybe they have an inherent sense of right and wrong that others admire. Maybe they’re super-athletic or incredibly patient or sharp as a tack or sweet as a cupcake.  Maybe they know how to juggle, or maybe they’re secretly the most likely of all their friends to survive a zombie apocalypse.  Where do they shine?  What would make someone look at them and think, “Wow, I wish I were them right now”?
• Desires – A good way to “separate” one character from the next is to define what it is they want, and then use every other detail to dictate how they pursue that goal.  Every real person has a desire, whether they’ve defined it or not – whether it’s something huge, like fame or a family of five with triplet girls and a beach house on an island, or something small, like good grades for the semester.  These desires can cause a person to revise their values or forsake their morals; and these desires can conflict with other people’s desires, influencing how people interact with each other.  Remember that every character is living their own story, even if it’s not the story you’re telling.
• Communication Style – A majorly overlooked character trait in pop fiction is unique communication styles.  Having every character feel comfortable arguing, or bursting out with the words, “I love you,” is unrealistic.  Having every character feel paralyzed at the idea of confronting a bully or being honest to their spouse is also unrealistic.  There should be a healthy mix of communicators in a group of characters. Some people are too softspoken to mouth off at their racist lab partner.  Some people wouldn’t see their girlfriend kissing another guy and just walk away without saying something.  Some people just don’t react to conflict by raising their voice; some people enjoy sharing their opinions or giving the correct answer in class.  Boldness, social skills, and emotional health all have a part to play in how people communicate their thoughts – so keep this in mind to create a more realistic, consistent character.
• Emotional Expression – Along the same lines but not the same, emotional expression is more focal on feelings than thoughts.  If you’ve ever heard of the fight-or-flight response, the different types of anger, the stages of grief, or the five love languages, then you’re aware of different “classifications” of emotional expression and management.  Read up on some of those things, and think about how your character handles emotions like happiness, sadness, fear, anger, loneliness, paranoia, and so forth.

## Detrimental Traits

While acquired traits are certainly more enjoyable to brainstorm during the creation process, detrimental traits are as important – or even more important – to the character’s wholeness as well as their role in the story.  Not only do these negative or limiting traits make your character realistic, relatable, and conflicted – they create a need for other characters and their strengths to move the plot forward.  A few examples of detrimental traits include:

• Flaws – Character flaws are probably the first thing that came to your mind while reading this, but they’re the essence of the category.  Flaws in a character’s personality, morality, or behavior can be a source of character development; they set an individual on their own path and provide a unique motivation for them.  Having Character A struggle with sobriety while Character B learns to be a more patient mother can do a lot to separate their stories and personalities from each other.  Even if certain flaws don’t reach a point of growth, they create a third aspect to personality and force us, as writers, to be more creative with how our characters get from Point A to Point B, and what they screw up along the way.
• Fears – Everyone has fears, whether we’re conscious of them or not – and I’m not talking about phobias or “things that give you shivers”.  Just like everyone has a primary motivation throughout life (romance, family, success, meaning, peace of mind, etc.), everyone has a fear behind that motivation (loneliness, failure, emptiness, anxiety).  We all have something we don’t want to happen places we never want to be and things we never want to do.  We’ve all been in situations that mildly bothered others but wildly affected us at the same time.  For me, it’s a lack of autonomy, or in any way being forced to do something or be somewhere against my will.
What does this mean for me?  It means that when other people have nightmares about being chased by an axe murderer, I have nightmares about being kidnapped and locked up.  It means that I’m continually aware of my “escape plan” if something goes wrong in my living situation, and I’m hypersensitive to someone telling me, “You have to do this.”  It means I struggle to follow rules and usually don’t get along with authority figures because I have to assert my independence to them.  It’s irrational and continual and doesn’t just affect me in one situation; it subconsciously directs my steps if I let it.  That’s how real, guttural fears work. Phobias are only skin deep, and they don’t make you feel any closer to the character.
• Secrets – Even goody two-shoes Amber from the swim team, with her blonde blonde hair and her good good grades, has a secret.  Everybody does, even if it’s not a purposeful, “I have a deep, dark secret,” sort of secret. We have things we don’t tell people, just because they’re embarrassing, or painful, or too deep to get into, or they don’t paint us in a good light.  While the secrets themselves tell a lot about a person, so do the reasons a person keeps a secret.  Hiding something out of shame suggests a person is prideful, or critical of themselves, or holds themselves to a higher standard than they hold others.  Hiding something painful suggests that the person struggles to handle sadness or regret, or that they feel uncomfortable showing raw emotion in front of loved ones. And so on and so forth.
• Conflict – Whether internal, interpersonal, legal, moral, societal, or what have you, conflict will limit your character’s actions at every turn.  A story is nothing without conflict driving the plot in different directions and causing your character to rethink both their plans and their lifestyle.  Without Katniss’s moral conflict over killing other tributes, The Hunger Games would be the story of a girl who entered an arena, killed a lot of people, and lived the rest of her life rich and comfortable.  If Luke Skywalker didn’t have interpersonal conflict with Darth Vader, Star Wars would be the war-story of a guy who joined a rebellion and then… yeah.
• Health – Physical, mental, and emotional health is a huge limiting factor for characters that often goes untouched, but it’s valuable nonetheless.  Not everyone has a clean bill of health and can jump off trains without pulling a muscle, go through a traumatic life experience without any hint of depression or anxiety, or watch a loved one die in gunfire and shove right on without emotional repercussions. Consider creating a character who’s not perfect – who isn’t perfectly in-shape or abled, or neurotypical or stable day-to-day, or completely clean and clear of residual heartache, unhealthy relationships, or bad emotional habits.  Don’t define them by these traits, of course – but don’t feel that you can’t write a character with health issues without writing a “sick character.”

So this post got ridiculously long, but I hope it works as a reference for you when creating unique characters.  Remember that you don’t need to outline all of this information to create an individual, realistic character.  These are just some relevant ideas to get you started!  It’s up to you, as the writer, to decide what’s necessary and what’s excessive for your creative process.

Still, I hope a majority of this is helpful to you!  If you have any more questions, be sure to send them in and we’ll get back to you :)  Good luck!

- Mod Joanna ♥️

Hey I love your art, any chance you still do Fairy Tail fan art- I like your interpretation of the characters. Just wondering

not affirmative i will post more ft, but yah know,,,i still love mah girl.

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Celebrities with Crazy Hair: Chloe Norgaard

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Let her make it up to you.
She promises it will be worth something to all three of you.

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POI Appreciation week // Day 5: Favourite Quotes   Pi, the ratio of the circumference of a circle to its diameter, and this is just the beginning; it keeps on going, forever, without ever repeating….everything we ever say or do; all of the world’s infinite possibilities rest within this one simple circle.

Here are one hundred adventure seeds you can use to generate ideas for your adventures and campaigns.

1. A ancient and evil balor sorcerer imprisons old friends of the player characters, holding them hostage in return for a service.
2. A band of several death slaadi rogues and sorcerers begins to waylay all planar travelers who chance through their recently claimed turf on the Astral Plane.
3. A ranger hero recognized around the world begins to organize a group of explorers for reasons unknown…
4. A bardic college develops a style of music that charms and dominates any that listen to it too long.
5. A beholder cluster, made up of many beholders driven mad, begins to war with lesser beholder communities, apparently all seeking a beholder artifact.
6. A prominent deity grows sick and will die if the cause of its divine ill is not discovered.
7. A beloved prophecy long accepted as true fails to occur because of the characters’ meddling, and the world turns against them…
8. A blinding, yellow haze seeps down from the sky, covering the world…
9. A celestial tree hundreds of miles long reaches its roots down and begins to grow on the world’s surface. Creatures from other worlds live in the heights of the tree.
10. A child is born who prophecy indicates will one day ascend to godhood.
11. A black disease blights the forest, killing all vegetation as it continues to expand without limit at an ever-accelerating rate.
12. A clan of psionic militants breaks away from the kingdom — literally. A huge chunk of land hundreds of acres wide floats up and away (taking with it many terrified non-psionic people).
13. A conjunction of parallel planes somehow energizes a lowly peasant to the power of a greater deity — but only until the conjunction ends.
14. A cross-time catastrophe has cut off the Material Plane from all others.
15. A dragon kills the ruler of the largest nation and takes over, calling itself the Dragon King.
16. A flaw in a true resurrection spell leaves one player character undead by night and alive by day.
17. A floating city arrives from across the sea, apparently fleeing the depredations of the Warlord, a barbarian of an epic caliber.
18. A flock of angelic avengers and celestials is ravaging across the continent.
19. A meeting is called by a storm giant blackguard. Powerful giants from around the world (and other worlds) begin to congregate. Though no one knows the meaning of this calling…
20. A glorious gemstone in which the first light of creation still lingers is purportedly languishing in an ancient, crumbling demi-plane.
21. A great chase ensues through endless parallel dimensions as wizard researchers follow the faint trail of the long-vanished elder elves.
22. A group of gargoyle paragons claims the Cathedral of Pelor as its own new home.
23. A hero of renown (a quasi-deity, really) is to be wed to an elven prince, but the prince’s royal family claims the prince is under a spell.
24. A hole is gouged in the veil separating life and death. As the tide of life pours out into the void, all creatures everywhere begin to die as they accumulate negative levels. The hole must be mended.
25. A red dragon and two of its siblings emerge from a red-lit cavern in the earth.
26. A lesser deity declares the PCs as its mortal enemies, enjoining all its worshipers and allies to find and slay them.
27. A longstanding illusion is pierced, revealing that the king is nowhere to be found, and that all dictates of the kingdom have been actually flowing from the thieves’ guild.
28. A new deity decides to leave the Outer Planes to set up its palace on the face of the Material Plane. Once it arrives, it demands worshipers and servitors.
29. A mad chronomancer with a mastery of time, has determined how to destroy the past (and therefore the present). Unless it can be stopped, time itself will unravel.
30. A planar conjunction will soon come to pass, allowing the legions of hell (or worse) direct access to a selected part of the Material Plane for 24 hours. It can’t be stopped, but some famous characters may attempt to defend key cities or strongholds from the onslaught.
31. A player character’s heart is stolen and replaced with a magical gem or a strange alchemical creation. Who knows how long the replacement will last?
32. A powerful wizards’ guild enters all-out war with the dominant religious order of the world.
33. A quasi-deity wants an escort as it ventures into the Abyss to release a companion quasi-deity from bondage.
34. A rogue moon threatens to crash down upon the world, ending all life.
35. A sentient spell-virus is raging out of control among spellcasters. All who fall victim to it become part of one unified mind controlled by a malign intelligence.
36. A species of “fish” introduced from another plane has provided good eating and relief from famine over the last year. Now, thousands (possibly millions?) of the fish-like creatures begin a sudden growth spurt, transforming en masse into terribly powerful and bloodthirsty predators.
37. A splinter community of humans evolves into a sub-race sporting strange and variant powers.
38. A syndicate of assassins dramatically expands its membership by introducing a mind-control potion into a city’s water supply.
39. A team of nightmares draws a chariot driven by a powerful fighter into the city.
40. A titan seeks those brave enough to release it from its age-long bondage; its rescuers may face the wrath of higher deities.
41. A vampire scion from another plane begins to conquer world after world with the help of a reforged artifact of legend, Midnight’s Heart
42. A volcano erupts. In the aftermath, a portal to the City of Brass on the Elemental Plane of Fire remains open permanently.
43. A well-known wizards’ guild’s magical dumping ground of failed experiments and stale spell components becomes sentient.
44. A wizard attempting to summon a powerful devil slips up and somehow summons an abomination instead: an infernal lord of the hells.
45. A wizard claims to have developed an epic spell ritual that, if cast, will slay a deity.
46. All magic items crafted from a particular city begin to bestow negative effects on their owners with each use.
47. All who fall asleep on a selected world cannot be awakened and eventually die in their sleep. Exhaustion is beginning to take a hold on even the greatest heroes of its realm…
48. An adventuring party stumbles upon the tomb prison of an long dead half-god and releases it.
49. An anti-magic plague is released by an unknown agency, causing sickness and eventually death to any who prepare or cast arcane spells.
50. An artifact belonging to one of the characters must be destroyed, lest some great catastrophe, which has secretly been gathering, come to pass.
51. An artifact capable of forever dominating all red dragons everywhere is discovered.
52. An enclave of gnomes customizes an iron colossus into a walking war platform.
53. A group of NPCs known for good deeds suddenly embarks on a death spree, murdering merchants and their envoys…
54. A group of NPCs decides to destroy the PC adventurers, for reasons that are initially obscure.
55. A sentient, free roaming, self-casting disintegrate spell breaks loose from a wizard’s laboratory.
57. An inter-dimensional caravan must float on the River Styx through the dangers of several lower planes.
58. Spirits begin to manifest from machines as complicated as simple steam-powered wheels — is it a warning from the gods of the forge to desist?
59. Angry druids raise the beasts, animals, and dire animals of the wild, intent on beginning a new world order in which nature comes first.
60. As the world ages, frequent earthquakes threaten to plunge the major nations under the sea.
61. Blue-skinned merchants begin to sell enormously popular items composed of dreamstuff — “mined from the very dreams of a deity,” claim the merchants.
62. Deeper than the Underdark, the world is discovered to be hollow. Hanging in that vast opening is an unknown, uncharted inner world of strangeness.
63. Dwarf miners follow a vein of adamantine to a hinged valve sealed with divine magic of an age older than any of the current deities.
64. A group of seemingly amateur rogues steal the magical scepter of the Dragon King.
65. Evil opportunists slay the Guardian of the Flame of Destiny, hoping to remold the Law of Reality to their own liking.
66. Ghosts of every sort begin to rise again, and they won’t recognize their own undead state.
67. Mind flayers successfully gain control of a surface nation, plunging the region into permanent darkness.
68. Jade pyramids of prodigious size rise from the earth. Sounds unlike any heard before echo faintly from within their stony cores.
69. Construct-like creatures of insane complexity called “machines” move across the land, preparing the way for a larger invasion of automated entities.
70. Magic begins to fail, supposedly because it is being “used up” faster than it naturally regenerates.
71. Mercenary half-dragons who ride chromatic dragons as steeds sell their swords (and spells) to an evil empire.
72. Newborns begin to be born without souls.
73. Off-plane raiders begin to steal people away for use as slaves and food.
74. Once every ten years a small cave provides access into a magical, underground world where all living beings give off colorful light, ruled by mysterious fey lords with mysterious agendas.
75. One of the player characters learns about his or her real mother or father — in fact, that parent was a demon, and that demon has come calling.
76. Planetars and solars bring heaven’s war to the Material Plane, slaying any and all they deem evil or immoral.
77. Chromatic dragons decide that their “species” is the only true draconic race, and they begin a campaign of genocide against all other dragon types.
78. Several well-known cities and all their inhabitants suddenly disappear without a trace. More could follow…
79. Someone is breaking the Seven Seals that maintain the integrity of the multiverse…
80. The ancient Great Library has secret vaults where the Words Once Spoken are supposedly inscribed in the Book of Sleep. To speak them again would remake the universe.
81. The Clock that Rules the Universe is under attack by insane gnome alchemists, who are raiding it for parts.
82. The End Times threaten to begin.
83. The gods of Law put all humanoid races on trial for their excesses.
84. The Lord High Priest of Pelor denounces her deity and faith.
85. The most feared and reviled weapon of legend, an artifact sword that drains life energy with a touch, is lost by its owner.
86. The Mother of Spiders emerges from her Cocoon of a Million Years to find a mate for her next spawning.
87. A vast necropolis undergoes a mystical transformation. Now, each coffin, sarcophagus, and mausoleum leads to separate cemetery dimensions and realms of death.
88. The PCs’ stronghold mysteriously gains new extra-dimensional halls and rooms of unknown origin, content, and extent.
89. The populace decides that they want one of the PCs as their new ruler, which doesn’t please the current ruler.
90. The secret texts of a prominent religion, recently discovered, call into question the church’s real goal, its actual origin, and the agenda of its god.
91. The souls of a good queen and her family are drawn into the Abyss by an unknown demonic agency.
92. The spirits of the dead begin to possess the bodies of the living at an ever-accelerating rate.
93. The sun is infested with moon-sized parasites, and may soon fail like so many other stars have fallen to this celestial infestation.
94. The winter, which was overly cold, lasts too long — the goddess of winter, Auril, is suspected to be the cause…
95. The woods begin to grow without bound, invading field, plain, and city.
96. The yuan-ti attempt to awaken the Slumbering Serpent, a little-known abomination born of their own race and a god of serpents.
97. Twenty percent of all astral travelers begin to disappear in mid-trip. Mid-travel diversion spells are suspected.
98. Two parallel planes move too close to each other, and denizens and objects of one constantly slip onto the other, and vice versa.
99. Unless stopped, an ancient demi-lich will inject itself onto the Negative Energy Plane, where it can possess any undead anywhere in the multiverse.
100. When a friend or a respected associate is resurrected, the soul returned to the body has different memories from the original. Whence does this soul come?
My Top 5 Reasons for Shipping Root and Shaw

#ShootWeek Day 6

(Previously: Top 5 Root Moments/Top 5 Shaw Moments)

In no particular order:

1. They have sizzling chemistry.

Root and Shaw were never meant to happen, but the writers immediately noticed the chemistry between Amy and Sarah and decided to play into it. They organically crafted a slow-burn romance just for them, and it became integral to the main plot as well.

2. Root and Shaw are fully realized, complex individuals.

It’s all too easy for shows to fall into the trap of reducing characters to love interests. POI, by contrast, never does that. Root and Shaw’s relationship is an important part of their characters but it’s not all there is to them. They are both highly competent women with other important dynamics too. Root is also a prophet and spearheads POI’s AI mytharc. Shaw is also a soldier and is constantly involved in saving numbers. They are both neurodivergent, and Root has a disability. Shaw is Persian, and POI honours her heritage on multiple occasions. There are so many facets to each of these women. Their relationship is the icing on the cake, giving them an added layer of depth.

3. Root and Shaw are the fundamental exceptions to each other’s rules/beliefs.

Root begins as a misanthrope who regards humans as “bad code.” With the Machine’s help, her view of humanity changes, and she begins to fall for Shaw. Society has continuously scorned Shaw, dismissing her as bad code because of her muted feelings; yet, she’s always chosen to try to protect people. She was a doctor, then a soldier then an ISA operative who killed terrorists. She goes through extensive lengths to protect Root and the team (e.g. biking across the state to save Root in 323, killing herself 7053 times in simulations rather than risking Root’s life). Shaw is a shining example to Root of good code.

Shaw, meanwhile, insists several times that she doesn’t do relationships; however, she slowly but surely enters one with Root. Root respects Shaw’s boundaries and never asks more of Shaw than she can give. She’s content with the bare minimum – look at how her countenance brightened at the mere possibility of her and Shaw being together in 411:

Root doesn’t demand that Shaw change, but Shaw still does in that she becomes more receptive to Root’s flirtations. Innuendo that would earn Root a characteristic “Shaw eyeroll” and an exaggerated huff in early seasons is now met with a grin in 510. Shaw might recoil at the idea of holding hands with Root in seasons 3 or 4, but she readily laces their fingers together in 510.

It’s endearing to me that these two lethal vigilantes who have tased/shot each other in the past are now so soft with each other.

4. Their love is unconditional and steadfast.

Root and Shaw’s relationship is the only one on the show that fits the Machine’s definition of love: being seen. I’d like to draw a contrast between two instances of hand-holding (or “hand-holding” for the first one):

This relationship begins with deception as Root tricks Shaw by pretending to be Veronica Sinclair and drags her to the chair to torture her. But then in 510, we are presented with a rare moment of openness, honesty and vulnerability between these two as they hold hands. Root is not hiding behind any identities here. She’s just Root. She’s telling Shaw with this gesture that she needs her, and Shaw reciprocates.

We see perhaps the most blatant declaration of unconditional, unwavering love in 513. Root has always loved Shaw for exactly who she is – an arrow. While other people in Shaw’s life, such as the head of Shaw’s medical residency, have made her feel like there’s something wrong with her “because you don’t feel things the way other people do,” Root appreciates her and finds the beauty in her unique way of experiencing the world. To use Amy and Sarah’s words, this is true love.

Reese/Jessica and Finch/Grace, on the other hand, aren’t nearly as healthy as Root/Shaw. As the Machine said, Jessica would have left Reese once she saw the darkness in him. Finch and Grace’s relationship is based heavily on lies.

5. Their relationship is normalized.

By “normalized,” I mean that no one fusses about Root and Shaw both being women. Coming-out stories are great, but it’s so refreshing to see Root and Shaw’s sexualities accepted in the show just as they are. Moreover, they get to be unabashedly explicit in their interactions. They allude numerous times to their kinks, they have kinky sex on screen, and the line “Oh there was plenty of sucking” is uttered between them. They are two women who just happen to fall in love in the middle of an AI war and find hope in the darkness, and every single team member recognizes the depth of their feelings for each other.

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Celebrities With Crazy Hair: Lady Gaga

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The Teiko Middle School basketball club. An incredibly strong team over one hundred members and three consecutive championship wins. Amongst their brilliant record, the generation of five prodigies was known as the Generation of Miracles.