My family is mostly prepared, but not very organized. We have food, water, flashlights, etc. One thing we need to work on is getting a generator, we’ll have to save for it though as they are expensive.
We need to put together our Bug Out Bags, I’m slowing buying the items for them, but keep digging in them to go camping. I need to stop doing that and buy extra items. We also need a car kit and bug in kit.
Here are a few helpful links that I’ve found recently.
This week I’m featuring a vintage Ral Partha male halfling rogue. He’s wearing a cloak with leather armor and a dagger. I painted his clothes dark because I needed a sneak thief for a character I was making.
Yesterday, I worked on my Family History. I was researching my Great Uncle Harold Lloyd. I accepted some hints from Ancestry.com, found a photo of his plaque and the entrance to the cemetery. Recorded the research notes in OneNote, it worked very well, I was even able to save a screen shot from the find-a-grave index.
My research included the SS death index, 1940 federal census, SS applications and claims, etc. I didn’t find a lot of information, but every little bit helps; although I need to find a picture of him.
In the past many cultures have had various superstitions about eclipses, including “the End of the World”. Here is a good link to further information.
Myths and Superstitions Around Solar Eclipses
Solar eclipses have caused fear, inspired curiosity, and have been associated with myths, legends, and superstitions throughout history. Even today, an eclipse of the Sun is considered a bad omen in many cultures.
Ancient Explanation for Solar Eclipse
Ancient cultures tried to understand why the Sun temporarily vanished from the sky, so they came up with various reasons for what caused a solar eclipse.
In many cultures, the legends surrounding solar eclipses involve mythical figures eating or stealing the Sun. Others interpreted the event as a sign of angry or quarreling gods.
This will be the first total solar eclipse in many peoples memories.
“This is the First Total Solar Eclipse in USA Since 1979. This is the first total eclipse of the Sun visible from the contiguous United States (excluding Alaska and Hawaii) since February 26, 1979. The last time a total eclipse was visible from coast to coast was on June 8, 1918.
All good things must come to an end, and at 2:36:02pm, the shadow of the great 2017 total eclipse first touches the final state in its path. South Carolina also brings us the fifth state capital to be immersed in shadow, and several large cities will be able to play host to eclipse-chasers from all over.
Greenville is a very large city, and it is fully in shadow by 2:38pm. Its sister city of Spartanburg, however, is split by the path – you’ll want to head west, and enjoy Greenville’s 2m14s of totality.
Greenwood (2m28s at 2:39) is next on the list of bigger cities to see totality, and then Columbia is treated about two minutes later. The Capitol Building gets just a hair under 2m30s, and would be a great place for workers to take an afternoon shadow-break!
Sumter lies in the path, as do big, beautiful lakes Marion and Moutrie – right on the centerline!! Get out on the boat and soak it in!
The last large city to see the 2017 eclipse will be Charleston. (Here is our detailed eclipse page for Charleston!) It lies on the southern edge of the path, but because folks in Mt. Pleasant will get almost two minutes of totality, Charlestonians should head northeast!
The centerline then cuts across US17, just south of the last city to see the shadow – McClellanville, SC. From there, the shadow will take its leave of the last piece of American soil at 2:49:07.4pm. Quite appropriately, the spot is a long, isolated beach on a barrier island at the tip of a Wildlife Preserve – Cape Romain, just east of McClellanville.
Todays’ Figure of the Week is the Reaper Dark Heaven Legends Hans Bullman. He is a human fighter, ranger, or barbarian wearing leather or hide armor, pauldron and bracer wielding a swordstaff/polearm and a greatsword/bastard sword. Dressed as a frontiersman or mountainman, so I painted him in natural colors.
+2 Dexterity, +2 Wisdom, -2 Charisma: Naga are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
Medium: Naga are considered medium creatures. (0 RP)
Aberration: Naga are considered to be aberrations. Thus have the Darkvision 60 ft trait. (3 RP)
Speed: Naga can slither at 30 ft. per round. (0 RP)
Legless/Limbless: Naga have no legs, and therefore cannot be tripped. (-2 RP)
Natural Climbers: Naga have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. (2 RP)
Hardy: Naga are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. all natural poisons. (3 RP)
Poisonous Bite: All naga can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin, that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
Languages: Naga can speak Draconic and Common Bonus: Nagas with higher intelligence or the proper training can learn to speak, Terran, Dwarven, Elvish, and Sylvan. (0 RP)
Alternate Racial Traits
Hypnotic Gaze: Some naga gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. This replaces poisonous bite and hardy.
Frightful Gaze: Naga gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. This replaces prehensile tail and poisonous bite.
Slapping Tail: The naga have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the naga’s Strength modifier. This replaces prehensile tail.
Tripping Tail: Naga can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. This replaces poisonous bite or hardy.
Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.
The Nagans appearance varies widely. Any species of snake may be used, as well as a snake or humanoid head.