this is a bit random but one thing I love about the genshin community is how when wanderer came out, everybody collectively banded together to come up with beautiful names to give him. And they didn’t just choose the first thing they saw on google either, no, these people put thought and research into these names. It’s so ironic that this guy who’s so convinced that people only ‘like’ him for his utility, or see him as some sort of weapon for their own benefit, actually has thousands of people who love and adore him universes away.
some honorable mentions of names I’ve seen:
-Icarus (son of Daedalus in greek mythology who created the labyrinth to hold the minotaur. I don’t actually remember why they gave him this name, or the real meaning behind it, but I still like it)
-Kunimitsu (light of the world, contrast to his previous name kunikuzushi, roughly meaning conquerer or destroyer of nations)
-Shinji (Evangelion reference, I believe? If you haven’t seen the show, I won’t spoil, but there are so many connections and similarities between Shinji and Wanderer. Abandonded by creator/parent who they seek(ed) validation from but will likely never get it, taken in by someone named Katsuragi, etc.)
-Zuko (my own personal addition) another character (Avatar: The last airbender if you don’t know) that shares so many similarities with him. Very conflicted individuals who were shown from the beginning that things were going to be extra unfair and hard for them. Both have parental/creator figures that for a while they sought to please until they discovered their own paths and what they actually wanted, as well as siblings they despise and envy because they hold the position they so desperately wanted. (that is, if you consider the shogun puppet a sort of sister to wanderer/scaramouche)
-Fujin (Japanese mythological god of wind who appears next to Raijin, the god of thunder)
that’s all i got off of the top of my head, but i’d love to hear what names everyone else gave to/came up with for wanderer if you have any!
While lethal injuries often take center stage, non-lethal injuries can create lasting effects on characters, shaping their journeys in unique ways. If you need a simple way to make your characters feel pain during a scene, here are some ideas:
Sprained Ankle
A common injury that can severely limit mobility, forcing characters to adapt their plans and experience frustration as they navigate their environment.
Rib Contusion
A painful bruise on the ribs can make breathing difficult and create tension, especially during action scenes, where every breath becomes a reminder of vulnerability.
Concussion
This brain injury can lead to confusion, dizziness, and mood swings, affecting a character’s judgment and creating a sense of unpredictability in their actions.
Fractured Finger
A broken finger can complicate tasks that require fine motor skills, causing frustration and emphasizing a character’s dependence on their hands.
Road Rash
The raw, painful skin resulting from a fall can symbolize struggle and endurance, highlighting a character's resilience in the face of physical hardship.
Shoulder Dislocation
This injury can be excruciating and often leads to an inability to use one arm, forcing characters to confront their limitations while adding urgency to their situation.
Deep Laceration
A cut that requires stitches can evoke visceral imagery and tension, especially if the character has to navigate their surroundings while in pain.
Burns
Whether from fire, chemicals, or hot surfaces, burns can cause intense suffering and lingering trauma, serving as a physical reminder of a character’s past mistakes or battles.
Pulled Muscle
This can create ongoing pain and restrict movement, providing an opportunity for characters to experience frustration or the need to lean on others for support.
Tendonitis
Inflammation of a tendon can cause chronic pain and limit a character's ability to perform tasks they usually take for granted, highlighting their struggle to adapt and overcome.
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1. Swords
- Longsword - Used by knights and warriors for versatile combat.
- Broadsword - Wielded by heavy infantry for powerful strikes.
- Rapier - Favored by duelists and nobles for precision and speed.
- Scimitar - Used by desert warriors and pirates for slashing attacks.
- Katana - Carried by samurai for swift, precise cuts.
- Claymore - Wielded by Highland warriors for heavy, sweeping attacks.
- Falchion - Used by mercenaries for its chopping power.
- Cutlass - Preferred by sailors and pirates for close-quarters combat.
2. Axes
- Battle Axe - Used by berserkers and heavy infantry for devastating blows.
- Hand Axe - Carried by scouts and light infantry for quick strikes.
- Throwing Axe - Utilized by skirmishers and hunters for ranged attacks.
- Great Axe - Wielded by barbarian warriors for massive damage.
- Tomahawk - Used by tribal warriors for both melee and throwing.
3. Maces and Hammers
- Warhammer - Used by knights and paladins to crush armor.
- Mace - Carried by clerics and guards for bludgeoning.
- Morning Star - Wielded by heavy infantry for spiked attacks.
- Flail - Used by foot soldiers to bypass shields.
- Maul - Carried by executioners and strongmen for heavy strikes.
4. Polearms
- Spear - Used by infantry and phalanx formations for thrusting.
- Halberd - Wielded by guards and soldiers for versatile attacks.
- Glaive - Carried by cavalry and elite guards for slashing and thrusting.
- Pike - Used by pikemen to counter cavalry.
- Trident - Favored by gladiators and fishermen for thrusting.
- Naginata - Wielded by samurai and monks for sweeping attacks.
5. Daggers and Knives
- Dagger - Carried by assassins and rogues for stealth kills.
- Stiletto - Used by spies and infiltrators for piercing.
- Dirk - Favored by sailors and scouts for close combat.
- Kris - Used by tribal warriors for its wavy blade.
- Bowie Knife - Carried by frontiersmen and adventurers for utility and combat.
6. Blunt Weapons
- Club - Used by peasants and guards for simple bludgeoning.
- Quarterstaff - Carried by monks and travelers for defense.
- Cudgel - Used by commoners and militia for self-defense.
- Baton - Carried by law enforcement for non-lethal control.
1. Bows
- Longbow - Used by archers for long-range attacks.
- Shortbow - Favored by scouts and hunters for mobility.
- Crossbow - Carried by soldiers and hunters for powerful, accurate shots.
- Recurve Bow - Used by nomadic tribes for its compact design.
- Composite Bow - Favored by mounted archers for its strength and flexibility.
2. Throwing Weapons
- Throwing Knives - Used by assassins and ninjas for silent kills.
- Shuriken - Favored by ninjas for distraction and quick attacks.
- Throwing Axes - Utilized by skirmishers and hunters for ranged combat.
- Javelins - Carried by light infantry and hunters for throwing.
- Boomerang - Used by tribal warriors for hunting and combat.
3. Firearms (in some fantasy settings)
- Flintlock Pistol - Carried by pirates and duelists for close-range combat.
- Blunderbuss - Used by guards and hunters for its spread shot.
- Musket - Carried by soldiers for long-range engagements.
- Hand Cannon - Used by adventurers and mercenaries for powerful shots.
1. Enchanted Swords
- Flameblade - Wielded by fire mages and warriors for burning attacks.
- Frostbrand - Carried by ice mages and knights for freezing strikes.
- Shadowblade - Used by dark mages and assassins for stealth and shadow attacks.
- Lightbringer - Wielded by paladins and holy warriors for radiant damage.
2. Staves and Wands
- Wizard's Staff - Carried by wizards and sorcerers to channel magic.
- Wand of Lightning - Used by storm mages for lightning attacks.
- Staff of Healing - Carried by clerics and healers for restorative magic.
- Wand of Fireballs - Used by fire mages for explosive attacks.
3. Magical Artifacts
- Amulet of Protection - Worn by adventurers and warriors for defense.
- Ring of Invisibility - Used by spies and thieves for stealth.
- Cloak of Shadows - Worn by assassins and shadow mages for concealment.
- Orb of Power - Carried by archmages and sorcerers for enhanced magic.
1. Whips
- Chain Whip - Used by martial artists and monks for flexible attacks.
- Fire Whip - Wielded by fire mages and circus performers for fiery strikes.
- Lightning Whip - Carried by storm mages for electrifying attacks.
2. Chakrams
- Throwing Disc - Used by warriors and hunters for ranged combat.
- Bladed Chakram - Favored by assassins and acrobats for slicing attacks.
3. Claws and Gauntlets
- Dragon Claws - Worn by beastmasters and warriors for slashing.
- Thunder Gauntlets - Used by storm mages and warriors for electric shocks.
- Poison Gauntlets - Carried by assassins and alchemists for toxic strikes.
4. Other Exotic Weapons
- Scythe - Used by reapers and necromancers for harvesting souls.
- Kusarigama (chain and sickle) - Wielded by ninjas and martial artists for versatile attacks.
- Nunchaku - Used by martial artists for rapid strikes.
- Tetsubo (iron club) - Carried by warriors and ogres for heavy bludgeoning.
1. Catapult - Used by armies to hurl large stones or projectiles at fortifications.
2. Ballista - Employed by defenders and attackers to shoot large bolts.
3. Trebuchet - Used by besieging forces to launch heavy projectiles over long distances.
4. Battering Ram - Carried by infantry to break down gates and walls.
5. Siege Tower - Used by attackers to scale walls and engage defenders directly.
1. Torch - Used by adventurers and villagers for light and fire attacks.
2. Pitchfork - Carried by farmers and peasants for self-defense.
3. Shovel - Used by laborers and gravediggers for digging and combat.
4. Rock - Thrown by anyone in desperate situations for a quick attack.
5. Chair - Used in tavern brawls and by anyone needing an impromptu weapon.
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I’m like 99% sure the Gotham Elite’s social customs are fucked up because Autism-in-Human-Form Bruce Wayne was just so fucking tired of high society’s weird and incomprehensible (and frankly ableist) social etiquette that he went full Virgin Mary About-to-Invent-a-Major-World-Religion, said “oh haven’t you heard?” and just started making his own random social rules. Like who’s going to stop him? The other elites? The dinosaur CEO’s? He’s richer. He hosts the better parties. He could tank your business in a weekend. So when he says “Weird passive aggressive fork language is out. Having a different utensil for every different food texture is in,” you use a different utensil for every food texture. Now when foreign elites visit Gotham, they have to learn a completely new set of social customs to fit in. It’s like a cult, but the cult is run by the most influential man in the world and Gotham’s personal Jesus. The followers are more likely than not mafia bosses named after a bird. You will be judged. There’s a test. Yes, you do get brownie points for being nice to the servers. For the love of god, stop making so much eye contact. The cloth napkins are folded into little ducks. Welcome to Gotham.
messing around with how i draw redson now sure if im gonna keep any of the changes tho
also i love you Pinterest pose bases 💜
thinking about the sirens in suits/suit adjacent clothes plus a little genderswap moment... ;-; just for me
Too many beds
Accidentally kidnapping a mafia boss
Really nice guy who hates only you
Academic rivals except it’s two teachers who compete to have the best class
Divorce of convenience
Too much communication
True hate’s kiss (only kissing your enemy can break a curse)
Dating your enemy’s sibling
Lovers to enemies
Hate at first sight
Love triangle where the two love interests get together instead
Fake amnesia
Soulmates who are fated to kill each other
Strangers to enemies
Instead of fake dating, everyone is convinced that you aren’t actually dating
Too hot to cuddle
Love interest CEO is a himbo/bimbo who runs their company into the ground
Nursing home au
He can see the other plane about to t-bone them, and is fully prepared to...somehow fumble his way through an explanation as to why he disappeared and superman took his place, but the meta kid sitting next to him has a different idea.
The meta kid let's out a strangled shriek, grips the armrests of the seat, and the entire plane goes intangible.
The other plane delicately just...glides through their plane, and everyone on their plane and everyone on the other plane just stare at each other as they pass by in horrified silence.
The people seated where the other planes engines are passing through harmlessly initially let out a few terrified screams, but they taper off when they realize that nothing is happening.
Then it's over.
The kid, hyperventilating, lets go of the armrests once the other plane has completely cleared them, and immediately goes for one of those little baggies to empty the contents of his stomach.
His nose is bleeding, his ears are bleeding, and he looks dazed. He clearly overdid it.
Clark is running a hand up and down his back, trying to get him comfortable, while the other passengers and crew stare at the kid in awe.
After all, there's only one person acting like this after something as insane as making every single person intangible. It has to be the kid. The kid has to be a meta, and that meta just saved all of them.
But the kid peeks up at Clark, eyes full of fear, and says something that makes his heart drop into his stomach.
"Please don't tell my parents."
Punching scenes are a staple of action sequences in many genres. Whether it’s an intense brawl, a quick defense, or an emotional outburst, a punch can carry a lot of weight both physically and narratively. As a writer, it’s essential to understand what really happens when a fist meets a face—from the immediate impact to the longer-lasting effects on both the person getting punched and the one throwing the punch.
This guide will help you craft authentic, detailed, and believable punch scenes by exploring different areas of the face, types of punches, and the aftermath of such an impact.
A punch isn’t a one-size-fits-all situation. Depending on where the fist lands, the consequences will vary significantly. Different parts of the face have varying levels of vulnerability, and targeting these areas produces different effects, from knockouts to broken bones.
The jawline is a classic target in many fight scenes, especially when knockout punches are involved. This area is highly vulnerable because a hit here causes the head to snap to the side, leading to a sharp rotational movement of the brain inside the skull. This movement disrupts the brain’s communication and often results in a temporary loss of consciousness—what we commonly refer to as a "knockout."
Common Effects: Dislocation or fracture of the jaw, loss of consciousness, slurred speech, and severe pain.
Visual Aftermath: Swelling around the jawline, bruising, and possible misalignment of the jaw if broken.
The nose is another vulnerable target, known for being easily broken. It’s not just a fragile bone structure, but it’s also connected to many blood vessels, meaning a direct punch to the nose often results in immediate bleeding. The nasal bone can fracture, causing difficulty in breathing, and in some cases, the nose may need surgical intervention to reset.
Common Effects: Intense pain, bleeding, difficulty breathing, potential for a broken nose.
Visual Aftermath: Blood running from the nostrils, swelling, and significant bruising around the nose and eyes.
The cheekbones are one of the more solid structures in the face but are still susceptible to breaks, particularly from a heavy blow. Damage here can lead to not just bruising, but potentially severe injuries that can affect the entire facial structure.
Common Effects: Fractures of the zygomatic bone, swelling, bruising, and pain extending to the eye socket.
Visual Aftermath: Black eyes, noticeable swelling on one side of the face, and a sunken appearance if the bone is fractured.
The forehead is much harder than most parts of the face and is less vulnerable to severe damage. However, punches to the forehead can still cause pain, disorientation, and dazing of the recipient. While it’s less likely to result in a knockout, it’s effective in dazing an opponent, especially if the puncher’s goal is to create an opening for another strike.
Common Effects: Swelling, redness, and potential concussions if hit with enough force.
Visual Aftermath: Redness, minimal bruising, and a dazed expression.
A punch to the eyes is particularly brutal because the area around the eyes is delicate, and the skin is thin. It’s not just about swelling but also potential damage to the orbital bones. The impact can cause "black eyes," characterized by intense bruising and swelling that may close the eye shut for days.
Common Effects: Swelling, black eyes, potential orbital bone fractures, temporary blurred vision.
Visual Aftermath: Discoloration that starts purple and turns yellowish-green as it heals, swollen shut eyes.
Not all punches are created equal. The type of punch thrown can drastically change the outcome of the scene, both in terms of damage and realism. Understanding these different types of punches will allow you to convey more varied and dynamic fight sequences.
A jab is a quick, straight punch, usually thrown with the non-dominant hand. It’s not meant to be a knockout punch but more of a setup punch to create an opening or keep the opponent at a distance. Jabs are fast and can be disorienting, especially if they repeatedly land in quick succession.
Common Effects: Light bruising, potential cuts, and swelling in the area hit.
The cross is a powerful, straight punch delivered with the dominant hand. It’s often aimed at vulnerable spots like the jaw or nose. Unlike a jab, the cross is meant to deliver a significant amount of force, and when landed properly, it can cause serious damage.
Common Effects: Knockouts, broken bones, severe swelling, and bruising.
A hook is a wide, circular punch that targets the side of the head, particularly the jaw or temple. It’s one of the most powerful punches and is often used with the intent of knocking the opponent out.
Common Effects: Knockouts, severe disorientation, potential for concussions, and jaw dislocations.
The uppercut is thrown upward, usually aimed at the chin. It’s a devastating punch that can lift the opponent’s head and jolt their brain, leading to knockouts. Uppercuts are especially dangerous when they land cleanly on the jaw or chin.
Common Effects: Knockouts, broken teeth, jaw fractures, and disorientation.
A haymaker is a wild, swinging punch delivered with as much force as possible. It’s often thrown with reckless abandon and is easy to dodge, but if it connects, it can deal significant damage. Because of its wide arc, it leaves the puncher exposed to counterattacks.
Common Effects: Knockouts, severe bruising, and possible fractures if landed correctly.
Punches to the face leave lasting marks, some immediately visible and others taking days to fully form. Understanding the aftermath of a punch will help you describe the physical toll on your characters more accurately.
Swelling and Redness: Swelling can begin almost instantly, particularly in areas with soft tissue like the eyes and lips.
Bruising: Bruises start off as red, then turn purple, blue, and eventually fade into yellow or green as they heal.
Bleeding: Punches to the nose, lips, and even cheeks can result in bleeding, either from the skin breaking or from internal damage like a broken nose.
Black Eyes: Punches near the eyes can lead to bruising that darkens the skin around the eyes, giving it a purplish hue.
Fractures: Broken bones, such as the nose or jaw, may require weeks to heal, and in severe cases, surgery may be necessary.
Scarring: If the skin is cut open, there’s the potential for scarring, especially if stitches are required.
Bruises: These typically take about a week to two weeks to heal, with the colors shifting as the body absorbs the blood trapped under the skin.
Fractures: Healing from fractures can take several weeks to months, depending on the severity.
Swelling: Swelling can last anywhere from a few hours to a few days, with cold compresses helping to reduce it.
While we often focus on the person receiving the punch, it’s important to remember that throwing a punch can also take a toll on the puncher.
Knuckle Damage: Hitting a hard surface, like a jaw or forehead, can cause damage to the puncher’s knuckles. This is known as a “boxer’s fracture,” where the small bones in the hand break due to impact.
Wrist Injury: If the punch is not aligned correctly, the wrist can absorb too much force, leading to sprains or breaks.
Fatigue: After multiple punches, especially in a drawn-out fight, the puncher can become fatigued, leading to less powerful or accurate strikes.
Adrenaline Rush: For inexperienced fighters, throwing a punch can lead to an adrenaline surge, which can cause tunnel vision or reckless behavior.
Moral Conflict: If the puncher is not used to violence, they may experience guilt or shock at the damage they’ve caused, especially if the recipient is significantly injured.
A punch to the face doesn’t only cause physical damage. For the recipient, it can have a lasting psychological effect, especially if the punch was unexpected or in a vulnerable situation. Writing this aspect adds depth to your characters and shows that a punch is more than just physical pain.
Fight or Flight Response: Getting punched can immediately trigger a fight-or-flight reaction. Some characters might freeze or retreat, especially if they’ve never been in a physical altercation before.
Loss of Confidence: For characters not used to violence, being punched in the face may cause a significant loss of confidence. They may question their own strength, bravery, or ability to defend themselves.
Increased Aggression: Alternatively, the punch may trigger a rage-fueled response, pushing the character into aggressive, reckless action.
Public Fights: If the punch occurs in front of others, there’s often an added layer of humiliation. Characters might feel embarrassed, even if they weren’t at fault.
Internalizing the Event: The recipient of the punch may carry the emotional impact for a long time, replaying the event in their mind, feeling shame, or seeking revenge.
Lingering Anxiety: In extreme cases, receiving a punch can cause anxiety or even post-traumatic stress disorder (PTSD). Characters who’ve experienced significant trauma might relive the event through flashbacks or become hyper-vigilant, avoiding confrontations in the future.
Fear of Future Confrontations: A character who’s been severely beaten might actively avoid scenarios where they could be hit again, making them overly cautious or paranoid.
Writing a punch scene isn't just about describing the physical action. To make the moment believable and impactful, you’ll need to consider various elements—from pacing and sensory details to character psychology and aftermath. Here’s how to make your punch scenes authentic:
Foreshadowing Conflict: Build up the tension before the punch is thrown. Is the character agitated? Are there verbal warnings or body language that suggests things are escalating? By slowly ramping up the tension, the eventual punch feels earned and inevitable.
Use Dialogue: A heated exchange of words can make a punch more meaningful. If the punch follows a particularly cutting remark or threat, it adds weight to the action.
Physical Sensations: Describe not just the punch itself, but how it feels. Does the skin split? Does the puncher’s knuckles scrape against teeth or bone? Is there an immediate sting or delayed throbbing pain?
Sound: The sound of a punch can enhance the realism of the scene. A dull thud as a fist connects with soft tissue, the crack of a bone breaking, or the splatter of blood hitting the floor are all effective auditory details.
Physical Reaction: After being punched, characters rarely shake it off immediately. Staggering, falling, or momentarily losing their vision are realistic reactions. You can also show how the puncher feels—did their hand hurt from the impact?
Emotional Fallout: Punches are often emotional events. Show how your characters feel right after—whether it’s satisfaction, regret, or shock. The emotional weight of a punch can be just as impactful as the physical consequences.
Healing Process: Don’t forget that punches have a lasting impact. A black eye will take days to heal, and a broken nose could require medical attention. Characters might have to deal with soreness, swelling, or difficulty talking and eating.
Ongoing Tension: A punch can dramatically shift relationships. A once-trusting friendship could be shattered, or a bitter rivalry could be born. Make sure to carry the emotional weight of the punch forward in your story.
Many writers fall into the trap of perpetuating unrealistic portrayals of punches. These misconceptions can make your scenes feel less authentic or overly cinematic. Here’s how to avoid them.
Reality: A punch to the jaw might cause a knockout, but it’s not always instant. In real life, knockouts are often messy and unpredictable. The recipient might stagger or struggle before finally losing consciousness, and they could wake up with serious concussions, memory loss, or nausea.
Reality: While a punch to the nose often causes immediate bleeding, not all punches result in visible blood. Even when skin splits, it might take a moment for blood to pool and become visible. Bruising and swelling often take hours to fully appear.
Reality: Throwing a punch doesn’t guarantee victory. The puncher could hurt themselves, miss entirely, or end up escalating a fight they weren’t prepared for. Additionally, punches to the forehead or temple might not have the knockout effect portrayed in movies—they could just make the puncher’s hand hurt more than the opponent.
Are you an author looking for writing tips and tricks to better your manuscript? Or do you want to learn about how to get a literary agent, get published and properly market your book? Consider checking out the rest of Quillology with Haya Sameer; a blog dedicated to writing and publishing tips for authors! While you’re at it, don’t forget to head over to my TikTok and Instagram profiles @hayatheauthor to learn more about my WIP and writing journey!
Dc x dp idea 133
Danny is really confused. Like sure he made a fake account in order “use” his parents completely valid and not in biased research on ghosts.
Cause obviously. Their completely legit research disproves multiple peer reviewed and factual papers.
Tucker made the fake account. No real names or numbers. So. They couldn’t know it was him right?!??
He just wanted people to see how wack the papers were and bring to light the very not accurate papers. He figured using botched research to counter claim others would do something.
But??? Why was the flash in his living room arguing with his parents about scientific articles. And proper research??
Welcome to my page! This is were I keep the cats, books, and dimension-traveling characters!
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