underground nests

The bumblebee was officially added to the endangered species list.


  • Go plant an organic flower native to wherever you are
  • Leave your “weeds” alone they probably aren’t hurting anything
  • Stop using/buying Roundup and all other insecticides, herbicides, pesticides. 
  • If you have a bee problem (which almost never happens) call a local beekeeper! They will remove them safely free of charge
  • Bumblebees usually nest underground and just wanna be left alone! They won’t hurt you. To prevent destroying their habit during hibernation, avoid mowing yards until April or May. If you do mow, raise the blades to the highest setting

Please save my fat clumsy fuzzy friends I love them and they’re very good pollinators.

Bees! They’re great. As long as you don’t agitate them, they’re not out to get you. Only 7 species produce the honey humans use but the rest are important pollinators and deserve love too.

Meanwhile, wasps may be assholes but they’re ecologically important assholes. Hoverflies are where I see most people get confused, but they are purely beneficial and harmless. I actually had one hang out with me while I worked on this in the park.

Support Science Fact Friday on Patreon! Transcript under the break.

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Bermuda Petrel

The Bermuda petrel (Pterodroma cahow) is commonly known in Bermuda as the cahow, a name derived from its eerie cries. This nocturnal ground-nesting seabird is the national bird of Bermuda and can be found on Bermudian money. It is the second rarest seabird on the planet and a symbol of hope for nature conservation. For 300 years, it was thought to be extinct. The dramatic rediscovery in 1951 of eighteen nesting pairs made this a “Lazarus species”, that is, a species found to be alive after having been considered extinct. A national program to preserve the bird and restore the species has helped increase its numbers, but scientists are still working to enlarge its nesting habitat on the restored Nonsuch Island.

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You saw a lot interesting things and met a lot of dangerous people in your line of work. Being a Shadowhunter was no laughing matter and you took your work seriously. There was a sense of pride in your skills as a medical agent. You saved more lives than you can count. You also saved a lot of innocent Downworlders. You didn’t believe they were beneath you just because you were a Shadowhunter. Your heart even grew attached to a young vampire who recently became the leader of the New York Coven.

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Formians are creatures that appear to be partially-upright ants with reddish-brown carapaces. They hail from another world, where order and law are obeyed to the exclusion of all else. They live in vast underground nests, with sprawling tunnels whose design has a strange logic. These creatures are aggressive, viciously attacking anything they deem a threat to their hive.

Formian society is set in castes: the workers are the lowest ranking members, followed by the warriors, followed by the taskmasters, followed by the myrmarchs, followed by the queens. Formians below the myrmarch in rank have little in the way of free will, and cannot speak, merely obeying the will of the queen or her myrmarch subordinates. The formian hivemind allows them to communicate; thus, formians have nearly perfect coordination in battle. 

A hive tends to have one queen, between five and eight myrmarchs, four to twenty taskmasters, ten to fifty warriors, and between one and four hundred workers. Much larger hives are said to exist, but none have been found thus far.

Formian Worker
Small monstrosity, lawful neutral
Armor Class 14 (natural armor)
Hit Points 9 (2d6 + 2)
Speed 40 ft.
Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9
Damage Immunities poison, cold
Damage Resistances lightning, fire, thunder
Condition Immunities charmed, petrified, poisoned
Senses passive Perception 10
Languages -
Challenge ¼ (50 XP)
Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are.
Make Whole. Three formian workers can spend 1 minute working together to repair any broken object weighing 1000 pounds or less. They must be able to touch the object, or lift pieces of it, to perform this task.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Workers are the lowest caste of formian society. They cannot speak, but can convey simple messages through body language. They are about 3 feet long and tall, weighing about sixty pounds. A group of formian workers is usually protected by 1d3 formian warriors.

Formian Warrior
Medium monstrosity, lawful neutral
Armor Class 17 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 40 ft.
Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Damage Immunities cold, poison
Damage Resistances fire, lightning, thunder
Condition Immunities charmed, petrified, poisoned
Senses passive Perception 11
Languages -
Challenge 3 (700 XP)
Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are.
Magic Resistance. The formian warrior has advantage on saving throws against spells and other magical effects.
Multiattack. The formian warrior makes two melee attacks, each with a different weapon.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4+3) piercing damage and the target must make a Constitution saving throw (DC 12) or take an additional 10 (3d6) poison damage.

Formian warriors are responsible for the protection of the tribe, and form the backbone of its military. Through the hive mind they report to the myrmarch who commands them. On their own, formian warriors will be led by one of their number. They can form rudimentary tactical plans but do so in such a formulaic fashion as to be easy to predict and counter. Warriors are about 5 feet long and tall, and weigh around 180 pounds.

Formian Taskmaster
Medium monstrosity, lawful neutral
Armor Class 15 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 40 ft.
Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19
Damage Immunities cold, poison
Damage Resistances fire, lightning, thunder
Condition Immunities charmed, petrified, poisoned
Senses passive Perception 13
Languages -
Challenge 5 (1800 XP)
Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are.
Magic Resistance. The formian taskmaster has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The formian taskmaster’s spellcasting ability is Charisma (spell save DC 15). The formian taskmaster can innately cast the following spells, requiring no material components:
At will: dominate monster
Multiattack. The formian taskmaster makes two attacks: one with its sting, and one with its claws.
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) piercing damage and the target must succeed on a DC 13 Constitution saving throw or take an additional 21 (6d6) poison damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.

Formian taskmasters lead and direct groups of workers. They also can dominate the minds of captives and direct them to aid the formians in their work. This is particularly useful on larger creatures who can provide the extra muscle that formians lack. Ogres, trolls, and hill giants are common choices. A formian taskmaster can have up to four creatures under its dominate monster power at one time. They stand about 5 feet tall and weigh about 180 pounds.

Formian Myrmarch
Large monstrosity, lawful neutral
Armor Class 18 (natural armor)
Hit Points 180 (24d10 + 48)
Speed 50 ft.
Str 19, Dex 18, Con 14, Int 16, Wis 16, Cha 17
Saving Throws Dex +8, Con +6, Wis +7
Skills Stealth +8, Insight +7, Perception +7, Survival +7
Damage Immunities cold, poison
Damage Resistances fire, lightning, thunder
Condition Immunities charmed, petrified, poisoned
Senses passive Perception 17
Languages Common, Formian
Challenge 10 (5900 XP)
Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are.
Magic Resistance. The formian myrmarch has advantage on saving throws against spells and other magical effects.
Fast Healing. At the start of its turn, if the formian myrmarch has more than 0 hit points, it regains 10 hit points.
Innate Spellcasting. The formian myrmarch’s spellcasting ability is Charisma (spell save DC 15). The formian myrmarch can innately cast the following spells, requiring no material components: 
At will: clairvoyance, detect thoughts, dominate monster, magic circle, teleport
1/day each: divine word
Multiattack. The formian myrmarch makes two attacks: one with its bite, and one with its sting.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage.
Sting. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) piercing damage and the target must succeed on a DC 13 Constitution saving throw or take an additional 35 (10d6) poison damage.
Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d8+4) piercing damage.

Direct lieutenants of the formian queen, myrmarchs are among the few formians to have free will. They still obey the queen’s orders, but are able to think on their own, and speak. Myrmarchs are incredibly powerful combatants, possessed with spellcasting capabilities, including the ability to teleport. As a result, they are not to be trifled with, as their cunning often surprises foes. Myrmarchs wear bronze helms to signify their position; the more intricate the helm, the higher-ranking the myrmarch. Some myrmarchs also carry javelins to augment their ranged combat capabilities. A myrmarch stands about 5 feet tall, is around 7 feet long, and weighs approximately 1500 pounds.

Formian Queen
Large monstrosity, lawful neutral
Armor Class 15 (natural armor)
Hit Points 357 (34d10 + 170)
Speed 0 ft.
Str 1, Dex 1, Con 20, Int 20, Wis 20, Cha 21
Saving Throws Con +10, Wis +10
Skills Arcana +10, Deception +10, Insight +10, Intimidation +10, Nature +10, Perception +10, Persuasion +10
Damage Immunities cold, poison
Damage Resistances fire, lightning, thunder
Condition Immunities charmed, petrified, poisoned
Senses passive Perception 20
Languages Common, Formian
Challenge 13 (10000 XP)

Hive Mind. Any formian within 50 miles of its queen is in constant communication with her, and all other formians within 50 miles of the queen. If one formian is aware of a threat, all of them are.
Magic Resistance. The formian queen has advantage on saving throws against spells and other magical effects.
Fast Healing. At the start of its turn, if the formian queen has more than 0 hit points, it regains 10 hit points.
Telepathy. A formian queen can communicate telepathically with any creature within 100 feet of it that has a language.
Spellcasting. The formian queen is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The formian queen has the following sorcerer spells prepared:
Cantrips (at will): acid splash, light, mending, minor illusion
1st level (4 slots): magic missile, comprehend languages
2nd level (3 slots): detect thoughts, invisibility, scorching ray
3rd level (3 slots): dispel magic, slow
4th level (3 slots): confusion, greater invisibility
5th level (2 slots): cone of cold, insect plague
6th level (2 slots): move earth, true seeing
7th level (1 slots): prismatic spray
8th level (1 slots): power word stun
9th level (1 slots): time stop

Queens are the center of the formian hive. The queen cannot move, and thus relies on her workers to haul her about. However, a queen rarely moves, and normally remains in her chambers, from which she can use her magical abilities to defend herself. Queens often will use invisibility or greater invisibility to protect themselves from attack, and use confusion or slow to hinder her enemies. A queen who inhabits a taller chamber might know reverse gravity instead of prismatic spray, so as to give intruders a rude surprise. The queen is the nexus of the hive mind, and can communicate with the entire hive telepathically. As such, any queen under attack will summon dozens of soldiers and workers to defend herself in short order.

These monsters originally come from the D&D 3.5 Monster Manual. A request from Tumblr user wormdrake. If you have a favorite monster from D&D 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.

Bug of the Day

Look at the fuzzy face on this little Unequal Cellophane Bee (Colletes inaequalis) I found at my porch light the other night. So sweet!

Thanks to John S. Ascher for the id.

Update: @inverte-brat asked about the origin of the name “unequal” cellophane bee. I did some googling and was not able to figure it out. I did find out that they are called cellophane bees because of a clear, plastic-like substance they produce that they use to coat the walls of their underground nests, in order to keep them dry.

anonymous asked:

I love coalbird sooo much and Ihave questions... What usualy coalbirds do in the winter? Would they jus pile up and hibernate until spring come, or would they flying around melting snow? I wonder when they lay eggs would they sit on top of the egg to warm them? wouldn't it just cooked the egg because the heat they emit? Or maybe the eggs are warm the don't need any special treatment

The coalbirds are taking over my blog haha Σ(・口・)

So winter is actually their mating season, because it’s the best time to find a good mate who is hot (no pun intended) enough to withstand the chill. Once they do they settle down and build a nest underground, where they lay a single egg.

They do sit on the eggs, as early on the embryos have not yet developed the organs that make coalbirds warm. When angered, coalbirds can reach up to 80°C (176 °F), but don’t worry, they can’t cook each other.

So I have some ideas about ancient Troll mythology (especially on Beforus where it’s not all nearly wiped out by the warmongering military industrial complex). So I’m going to share my mythology junk of the different mythos and such that each of the ancient Trolls were involved in.

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The Gible Line

The Land Shark Pokémon
Type: Dragon/Ground
Official Registration #: 443
Entry: A short, shark-like pokémon first discovered in the cave systems of Sinnoh. This pokémon burrows in horizontal tunnels embedded within cave walls. From there, it points its face outward and waits for prey to pass by its burrow opening. When something comes close, it launches itself out of its burrow to pounce on and bite the intruder. It’s important to note that this behavior does not stop when tamed; rather, trainers should fully expect to find their clothing gathered in a small, hole-like pile … as well as ample amounts of time spent with a gible attached to their arms shortly after discovering said pile.

The Cave Pokémon
Type: Dragon/Ground
Official Registration #: 444
Entry: The evolved form of gible, by battle experience. Native to dark caves, gabite is attracted to anything that glitters or glows. In the wild, this means it actively hunts down and collects any shiny object it can get its claws on—including jewels, ores, and even trash from trainers—and hoards these in its underground nest. In captivity, this means it is possibly the most entertaining pokémon to introduce a laser pointer to.

The Mach Pokémon
Type: Dragon/Ground
Official Registration #: 445
Entry: The evolved form of gabite, by battle experience. The short fins on this pokémon’s arms are actually wings that allow it to fly at supersonic speeds to chase down prey. There is no punchline to this entry. The author just wanted to inform all of you that a 209-pound ground-type land shark with wings shorter than its actual claws can apparently fly and that this world is a wondrous place.

@zoe3e3e: “ can u write something about jean in flower crowns perhaps?”

why yes, yes i can

  • so california is sunny, one would imagine
  • lots of beaches and parks and mountains and forests (overall, just a beautiful place to be outside)
  • jean spent much of his life stuck underground in the Nest, amid black and red, below the thundering stadium, with flickering fluorescent lights and fear lurking behind every corner
  • once, though
  • once, jean loved the outdoors
  • he’s from marsaille—he was, before the Nest was his home and he said goodbye to his family for good
  • but he can still remember the warmth of the sun, the kiss of salty sea breeze on his skin
  • he remembers
  • he can let himself miss it now, when he couldn’t before

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Tawny Mining Bee (Andrena fulva)

…a striking “fox-colored” species of mining bee (Andrena spp.) which is native to Europe, ranging from the Balkans to southern Scandinavia and the United Kingdom. Tawny mining bees are often encountered in light woodlands and dry grasslands, but will occasionally be seen in parks and gardens. Adults fly from March to May, pollinating a range of plants. Tawny mining bees will construct solitary nests underground, but these nests are often located in colonies only a few square meters apart. 


Animalia-Arthropoda-Insecta-Hymenoptera-Andrenidae-Andreninae-Andrena-A. fulva

Image: ©entomart

Requested by hermit-crab-horror

Dunsparce is based off of the mythical Tsuchinoko, a strange creature known as the “bee snake” that digs through mountains and can jump over a meter high. There’s no creature quite like dunsparce in our world, which makes it such an interesting one to examine.

First of all, let’s talk about that tail. Dunsparce’s tail is a drill, which it uses to dig backwards into the ground. The drill shape helps dunsparce dig, by letting it easily push dirt and rocks out of the way, in a similar way to how earthworms dig around. Most animals don’t dig backwards: not being able to see where you’re digging obviously gives you a disadvantage. However, the mole can move backwards as fast as it can move forwards. This is a good thing, because in tight tunnels underground, there’s not always enough room to turn around if you need to make a quick retreat.

As for dunsparce’s tiny wings, they are best categorized as vestigial. Vestigiality refers to traits that were used by a species’ ancestors, but over the course of time and evolution have lost their function. A few good examples would be the human appendix, or our wisdom teeth. Our ancestors needed them to survive, but they have since become all but useless. dunsparce’s tiny wings are vestigial; ancient dunsparce were probably some of the best flyers, with large and functional wings, but over time dunsparce lost the need for wings, so their wings evolved to be smaller and less effective. Kiwis and Ostriches also have vestigial wings: They can’t use them to fly, but they still sometimes help out with balance or movement. 

So why did ancient dunsparce lose use their wings? The easiest answer is that they moved underground. In small burrows, there’s not much space or room to fly around in, so there’s not much need for wings. Of course, that begs the question to why the ancient dunsparce started digging in the first place, if it had full reign of the sky.

As it turns out, there are many species of flying animals that dig burrows. Many ants have wings, and they build elaborate anthills underground as their nests. Several species of wasps also dig their hives underground in a series of tunnels. Dunsparce, with its wings and its stinger-like tail certainly shares some traits with a wasp. And, of course, there’s the burrowing owl:

Building nests underground provides a lot of protection and advantages, even for flying creatures. Ancient dunsparce likely started digging their nests, and subsequently spending more and more time underground. So much time that they lost the need to fly and thus lost functionality of their wings.

As a little more to this theory, let’s think about typing for a moment. If ancient dunsparce had fully functional wings, it probably wasn’t just a normal type like modern dunsparce is. It’s easy to imagine a flying, buzzing dunsparce as being a bug or even a flying type pokémon. Either Bug or Flying would give it a weakness to Rock-types. If it burrows underground a lot, that might prove to be a problem. So that might be another factor as to why dunsparce lost its wings. Over time with evolution, dunsparce that were more resistant to rock-types were the better burrowers. They were also the dunsparce that had had smaller and less functional wings, and the dunsparce that had a pure Normal typing. In favor of being a better burrower, dunsparce lost its bug/flying typing, and with it the use of its wings.

Ancient Dunsparce once had fully functional wings, but over time through evolution they became vestigial. As the species started burrowing underground, it lost the need and use of its flight.

(Can I actually make this? sadly no, but It’s fun to dream)

    The story follows Investigator Haise Sasaki as his investigations lead him to the notes of missing investigator Amon Koutarou. Before he disappeared Amon seemed to be uncovering something truly heinous in Tokyo. On his way tracing the missing investigator Haise finds himself sinking into the dark underground of Tokyo. Interest group’s were gathered to create something, the past research of the organization (V), the strength of a natural born Queen (Eto), and the mad scientist (Kanou). Haise’s memories along with Amon’s notes seem to hint that He was somehow involved.


  • Haise: The protagonist, attempting to retrace Amon’s footsteps and figure out what he discovered
  • Amon: An investigator who went missing on the trail of Eto and Kanou.
  • Urie: He like to mutter meta about how it makes no sense where some things ended up. “Oh great, another coffee cup, how is there not broken pottery everywhere down here?”
  • Mutsuki: Is really not a fan of anything to do with jump scares, can and will scream loudly. He along with Saiko is great for slipping into tight spaces.
  • Shirazu: Honest probably sound like you swearing at the screen when hings go wrong, only… he’s in the story.
  • Saiko: Being a canon video game wiz Saiko is great at helping find collectables, weapons and even secret passage ways. In fact if she dies there are some things you will never find.
  • Kanou: Mad scientist extraordinaire.
  • Eto: The final boss. Working with Kanou on a secret project likes to test you with psychologically damaging traps. Like eyeless dead.
  • Takizawa: A recurring mini boss who was originally with Amon right up until he disappeared.
  • Touka: A woman from Haise’s past who appears in the save menu.
  • Rize: Initially a mini boss after you free from Kanou’s lab. After she attacking you out of fear and shock.
  • Akira: Haise’s boss, she reveals information about Amon when she returns with her group to him later in the game.


Haise’s discoveries lead him a number of creepy

  • Base: CCG Headquarters is the base of operations for the first part of the game and were Haise first finds Amon’s notes.
  •      The Raid - Enemies: Eto’s Allies Mini boss: Takizawa. Haise is still going about his business but the events at the auction raid lead him in strange places.
  •      The Prison - After finding some of Amon’s notes and meeting the altered Takizawa who went missing at the same time as Amon, Haise grow suspicious and goes to interview Donato, unfortunately a prison break while there forces Haise and the Quinx to escape. They find an escape route in the deepest regions of the prison to the passages under the city. Other members of your CCG group like Akira promise to catch up later.
  •     Collection area - You find a few note on the products use in human experiments but can’t really understand their importance yet. It’s fairly deserted except for a few weakened S and SS rate prisoners that that also escaped into the tunnels, but the various collection bins and processing machines for eviscerated ghoul parts is reason enough to leave quickly.
  •     The Underground Sewer World - Initially filled only with rather unfriendly underground locals the group is eventually chased through the maze like ghoul underground to an area that is eerily quiet,here you reconnect with some CCG comrades however here also lies the area were certain hungry undead ghoul things like Noro, live, Eto made then like Noro during her time underground. You’ll be lucky to get out with half your party.
  •     Kanou’s Underground Lab - Here is where Amon;s note start to come together, something weird is going on with a few of Akira’s group that were attacked by Eto’s strange creations but the group continue’s all. You meet Kanou and face a flood of failed experiments, in this world Rize is still in her cryotube and at the peak of one one her kakuhou recovery periods, she attempts to fight you when she gets out out of shock eventually she comes back to herself, and before she escapes tells you something that helps you connect about. experimentation back at the Collection Area.
  •     The Owl’s Nest - Here an underground nest of Aogiri tree, it’s overrun with normal ghouls you face Takizawa and Shikorae, and the final effects that the attacking force had on the CCG officers become apparent. The rest of the group is held back from entering the final stage by them and but Haise finally meets meet Amon who helps to pull the final pieces to the puzzle together and enter V14.
  •     V14 - Before You enter Haise will be forced to face his centipede self in his mind, depending on the outcome of that fight i will be decided whether you stay or leave the CCG at the end fight Eto, earning your right to yourself as her “ultimate creation” and finally escape back to the surface.
  •     The Mind - Sometimes when Haise uncovers pieces of his memories he will sink into his own checkerboard mind, he meets different versions of himself at different points in his life. As time goes by some of his actions in the world effect real life. and is eventually forced to fight centipede in his mind. He can only win and keep his mind if he’s equipped IXA by this point (you can only do this if you save all Quinx).


Health: Guess what you eat for health? Pills of course, at least…at the beginning.

Mental Stability: This can change with use of different bio-weapons (kagune/quinque), as well as with deaths of comrades, and what/how much you eat for health. If it drops dangerously low the floors will turn checkerboard and your child self will come out to taunt you, if it drops to 0 Mukade will appear and pounce on you.

Save Points: Save points appear whenever you find a coffee cup in game. When you grab it your memory goes to the inside of a coffee shop at first only the table he sits at and the cup he found now with coffee is the only thing clear in the shop, but as you regain memories more of the coffee shop grows clear, faceless people appear and even further on gain faces, and sometimes the other versions of yourself appear. Likewise the coffee shops help regain sanity points.


  • Most of the underground is maze like but there are number of things that will get in your way.
  • Beware of Kagune traps you will have to use hearing to seek them out.
  • RC cell walls will block your path, and likewise some kagune traps can form walls and spring on you.
  • Crumbling floors in some pathways were made purposefully unstable by residents to trick the CCG.


Weapons: Different quinques can be gathered and used over the course of the game from various sources, however quinques from certain ghouls such as those from you inherit from dead CCG friend or that were made from ghoul comrades can have a drain on you sanity. However the most dangerous weapon towards others and to your sanity is Haise’s kagune when pushed past a constantly shrinking time frame for use.

Plot Pusher: Pages of Amon’s journals and file pages for Kaneki Ken. As you find them you find clues to what’s coming up and to what Kanou and Eto were trying to create. Some of these papers along with experiences also trigger memories.


  • Custom Tarot cards (They show insight into the possible of the of the character’s they represent in game), 
  • Masks, different mask can have different effects. for instance the common “Aogiri” mask increases sneaking ability, and the centipede mask increases power but makes the drain on you sanity faster. Some are necessary to continue, some increase stats, some are just for fun.

Keep the Quinx Safe

     All the Quinx have the potential to be lost throughout the story. Losing Quinx can be hazardous to your health, each loss drastically brings down your  sanity levels losing more than one in a single battle equal automatic failure  for the level. This can change things within the story as well.

  • If you lose Saiko you will not find certain weapons and shortcuts. If you lose her it will also become increasingly difficult to navigate the tunnels.
  • If you lose Urie he will not be able to smell people creeping up on you, likewise if you lose Shirazu, he will not be able to sense traps.
  • If you lose Mutsuki he can either die and be unable to follow Urie when or he separates from the group in the tunnels and Urie will never be found. Mutsuki can be “lost” and not die and you have to rescue him when you reach the Aogiri nest.
  • If you lose any Quinx to Takizawa you will find their heads in the “nest.”
  • Losing Shirazu means you will have to fight dead Shirazu in Kanou’s lab.
  • If you lose any Quinx you will not find the IXA weapon, for the mind battle, because without them you will not have the strength to continue existing as Haise.
  • You will receive the ownership and use of any quinque a dead Quinx formerly used.

April 1, 2016 - Mountain Chicken (Leptodactylus fallax)

Once found on many islands in the Caribbean, Mountain Chickens are now found only on the islands of Dominica and Montserrat. They are sit and wait predators, sitting completely still before ambushing their prey. Their diet is carnivorous but varied, ranging from crickets and millipedes to small vertebrates, such as frogs and bats. During the breeding season, males fight for prime nesting sites by wrestling and making ‘whooping’ calls. Breeding pairs build nests in underground burrows. After females lay their eggs, males defends the entrance to the burrows. When the eggs hatch, females lay additional unfertilized eggs to feed their young and care for them for about 45 days until they are able to leave the nest. Mountain Chickens are classified as Critically Endangered due to sharp population declines caused by hunting, disease, natural disasters, and habitat loss.

I was tagged by: various friends

1. Dream career?
Some sort of comic artist, illustrator or animator ahh

2. Funniest thing in google search history?
I went to check and the 28′th of september 23:34 o’clock I had searched “en fisk” which is swedish for “a fish”

3. Favorite beverage?
Anything with bubbles except beer

4. A childhood memory?
Ohh one time when I was maybe 7 my dad, my grandma, my sister and I went mushroom picking and dad stepped in an underground wasp’s nest (I googled and they’re called vespulas or yellow jackets?? In any case they were HUGE). Immediately we were under attack and we ran away, dad, gran and me, and we were stung so badly. My sister however had found a mushroom on the other side of a tree, the wasps hadn’t seen her and she got away unharmed.

5. A strange obsession?
I twirl my own (and others) hair when I get restless

6. Song that you love but you won’t admit to loving it?

7. Current relationship status?
Very relationshippy with this gal

8. Favorite subject in school?
Music and art höhöhöhö

9. Three words to describe yourself?
Witty, lazy, happy

10. Most traumatic video ever watched?
Ugh. One video of a man breaking a leg, it still haunts me

11. One thing you love about yourself?
I can manage to stay calm and be a rock in situations, das pretty neat

I tag: @itsjustbeek @ssejery