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#Iron Halberd
level2janitor · 3 months
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Introduction to the OSR
what's an OSR? it's a game that's kinda like old-school D&D. or is old-school D&D. or is compatible with old-school D&D. an OSR game generally has some or all of the following principles:
low character power with highly lethal combat. in old-school D&D a 1st-level fighter has d8 hit points and a longsword does d8 damage, and you die at 0HP. this is not to ensure characters die all the time but to emphasize the next bullet point:
emphasis on creative problem solving. most situations cannot be solved by straightforward use of your abilities (such as charging into every situation with swords drawn, if a fighter), so the game tests lateral, outside-the-box thinking.
emphasis on diegetic progression. spells are found, not obtained automatically on level-up. you get XP by finding gold more than killing monsters. most of your cool abilities come from magic items. making alliances & hiring followers is encouraged.
focus on managing inventory, resources, risk, and time. the players are constantly faced with meaningful decisions; this is the heart of the game.
very sandbox-oriented. the focus on creative problem solving means the game must be accommodating to players taking a course of action the GM didn't plan for. use lots of random tables to generate emergent story. some elements of new simulationism.
high tactical transparency, i.e., the optimal course of action is rarely system-specific, and ideally very possible for a new player to intuit.
usually semi-compatible with old D&D, but not always. usually rules-lite, but not always.
what does the OSR mostly NOT do?
focus on character builds. these change the focus too much to be on the rules than the fiction, can create situations where stuff everyone should be able to do is an ability locked to one class, and impede tactical transparency.
resolve everything with a die roll. combat uses dice to be scary, unpredictable and most importantly not your default course of action. everything else should bring up dice rarely - dice are your plan B when your plan A fails. the best plans need no dice.
use linear storytelling or put players into a writer/GM role. linear storytelling gets in the way of the decision-making so core to the playstyle; letting players write details into the setting is mutually exclusive with them discovering it.
rules for everything. 400 pages of crunch is worse at simulating a believable world than the GM and players' shared understanding. OSR games rely constantly on GM ruling.
mostly still applies to all the above. making your system a "pure" OSR game comes second to doing what's best for your game.
System recommendations
old D&D or a retroclone
old-school D&D - or old school essentials or basic fantasy or swords & wizardry, which are old D&D's mechanics repackaged with quality-of-life tweaks (and the upside of not giving WOTC your money) - are usually the go-to when recommending someone's first OSR game. they're actually not my first pick, though!
PROS:
very complete, with more robust rules than a lot of the lighter games on this list.
100% compatibility: most OSR adventures are statted for old school essentials. converting them to other OSR systems is usually simple, but not 1-for-1.
easier to find games for. anyone interested in the OSR space knows what old school essentials is.
CONS:
jank. these games largely still have weird saves, level limits for non-humans, some still have descending AC, etc etc. it's not that bad but it is there
i hate thief skills. lots of essential dungeoneering actions are locked to the thief class as abilities, with abysmally low success chances. this is stuff i prefer being handled without a roll. thieves in this system suck and make everyone else worse at dungeon crawling by existing.
there's just lots of really cool shit in other systems i'm about to go into that you just don't get here
Knave 1e and its various hacks
this is a 7-page super-lightweight system that boils everything down to just the essentials.
rolling a character takes like 5 minutes. roll stats, roll gear, roll traits, go. done. it's great.
characters are defined entirely by stats and gear, no classes. wanna be a fighter, have high strength and carry a big sword and armor. wanna be a wizard, have high intelligence and fill your inventory with spells. item slots are elegant and pretty limited.
initiative is instant: roll d6. 1-3, monsters go first. 4-6, PCs go first. swingy, but god it is so smooth and shaves like the most boring 5 minutes off of every combat
monsters are so very elegant. old D&D gives monsters a "hit dice" rating to determine their HP, e.g. a 3HD monster rolls 3d8 for hit points. knave takes this number (HD) and uses it for attack rolls and saves (aside from exceptionally bad/good saves), so a knave statblock looks something like this.
spells are all one or two sentences long & extremely easy to remember.
7 pages is so light. i have the system basically memorized.
DOWNSIDES: there's no dungeon crawling rules (standard for meatier OSR games & something i consider essential) and no real bestiary, though the second point isn't a huge deal cause they're so easy to make. it also kinda assumes you already know how to run OSR games, so there's very little real advice or guidance.
KNAVE HACKS
knave 1e is in creative commons & comes with an editable word doc for you to publish with modifications, so there's a ton of variants (there was a spreadsheet of them somewhere, but i can't find it).
Grave is a favorite - i'm two years into a grave campaign and it's fantastic. it's a dark-souls-y version of knave with some really elegant innovations.
you have a set number of deaths before you for-reals die, as every character plays an undead as is dark souls tradition. makes it good for OSR beginners! being able to tell when you're close to your final death is really good - it lets you emotionally prepare for losing your character & raises the stakes more the more you die. (though honestly you should probably cut the number of extra deaths in half, it's super generous)
XP and gold are combined into one resource, souls. legendary creatures drop big souls you can make into magic items. this has ended up being the coolest thing in my current campaign. my players love finding powerful souls to make into magic items it's so fun
uses preset packages of stats/gear instead of knave's rolled ones, filling the role of more traditional character classes. has the wonderful side effect of not making you get stuck with low stats cause you rolled bad one time.
you have stamina equal to your empty item slots. you spend stamina on spells if you're a caster, or free maneuvers (on top of your attack at no action cost) if you're not. it's super elegant.
there's 3 classes of spells: wizardry for intelligence, holy magic for wisdom, and witch stuff for charisma. nice and intuitive.
there's a page of 50 magic items each a couple sentences long. this PDF is worth it just for the magic items.
DOWNSIDE: see the downsides for knave 1e. all still apply.
i enjoyed grave so much i made a variant of it with the dark souls bits removed (and some dungeon crawl rules added!) to use for my standard fantasy campaigns.
Knave 2e
sadly knave 2e is not purchasable yet (i backed it on kickstarter so i have access, though). but when it comes out i highly recommend it.
much larger and denser than knave 1e. it finally has dungeon crawling rules, it has GM and player guidance, everything is refined and the layout is so so nice and readable.
combat is a bit more interesting than 1e. you can break your weapon against an enemy to deal max damage. you get a free maneuver on high attack rolls.
there's rules for stuff like alchemy, warfare, building a base. it all kicks ass.
there are so many goddamn tables. i rifle through it anytime i need inspiration.
DOWNSIDES: i personally can't think of any! it's a very complete good functional system.
Mausritter
you play tiny little mice! in a world full of big dangerous things that want to eat mice. cat = dragon. you get it. what more could you want
the mouse thing is just super intuitive. you get the dynamic between you and the big scary lethal world. fantastic OSR game to introduce kids
nice and robust ruleset; nothing feels missing
tons of super nice GM stuff! faction rules, tools for rolling up hexcrawls and dungeons, plenty of tables
super clean readable layout. font isn't too small to avoid being intimidating. guidance is really nice and clear.
combat is autohit. super fast & lethal.
100% free
look mausritter is just. good. i wanna run it so bad someday
Worlds Without Number
sort of a middle ground between OSR stuff and 5e.
lots of classes, at least in the paid version. the free version comes with just the warrior, expert and mage. there's feats and more of a focus on builds than most OSR games. if you like more mechanical build variety than a typical OSR game, this is a great game for you!
extremely good multiclassing. y'know how in most games if you just mash together two classes you think are cool you'll end up with a total mess? not here! every combo is viable and works fine! easily the best multiclassing of any game i've touched
an absurd amount of GM stuff and tables. easily more than any of the other stuff i've praised for also having them. but personally i haven't dug into them as much, so i can't really comment on them
skills the way modern D&D has them. you roll dice and try to beat a target number. i don't tend to like rolled skills, but most people do, so if that's your thing WWN has them
DOWNSIDES
the layout is terrible. everything is a huge wall of text with very little use of bold text or bullet points to draw attention to the important bits. the table of contents has like 15 things in it for a 400-page book! i couldn't find any of the paid-version-exclusive classes for like a month after i bought it! looking up rules is a nightmare.
the way the default setting handles "evil races" is like an exaggerated parody of all the problematic aspects of how D&D handles it. like, it wants so bad for you to have an excuse to genocide sentient free-willed people. but at least the default setting is easy to chuck in the trash
Dungeon Crawl Classics
the goal of this system is to take all of the crazy gonzo moments people remember playing old-school D&D in their childhood and turn all of that up to 11 while cutting the stuff that doesn't add to that. i think a lot of its innovations have ended up kind of standard in newer OSR stuff (like fighters getting maneuvers with their attacks), but it still has more to offer.
the funnel: you start the game with four randomly rolled dipshit peasants that you then throw into a meatgrinder to get horribly killed. you pick one of the survivors to be your 1st-level character.
maneuvers: fighters roll an extra die with each attack that gets bigger as you level. if it's a 3 or higher, you get to do a cool thing on top of your attack. pretty standard for OSR games, but this game popularized it!
crit tables: fighters also get more crits and nastier crits as they level. every crit, you roll on the crit table. maybe you chop off a dude's arm. maybe you just knock them over. maybe you shatter their shield. it's very cool
spell tables: i don't really like roll-to-cast mechanics, generally. but DCC goes so all-in on roll-to-cast that it still looks fun as hell to watch. you cast a fireball and maybe it goes how you want. or maybe you explode, or you nuke everything in a half-mile radius, or from now on you permanently ignite flammable materials you touch, or whatever. casters just have to put up with turning into a weird mutated mess across a campaign
there's no dungeon crawl rules, no encumbrance - this game is all about the big over-the-top wacky shit, and is not really interested in the more down-to-earth number crunching. it's more in the you-die-hilariously-all-the-time area of OSR than the you-avoid-death-through-clever-play area. not really my thing but the system knows exactly what it wants to be and i respect it
iron halberd
this one is mine! as the author i'm not qualified to tell you what isn't good about my system, so just assume it's worse than i make it sound, but here's a bunch of the selling points
semi-random character creation where you flip back and forth between rolling dice and getting your own input. roll stats, pick ancestry. pick starting gear kit, roll different dice based on which kit you picked. etc etc. stats are random but all equally viable (no rolling incredibly low or high stats). every time i run this game the character creation is a hit. seriously go roll up a character it'll sell you on the whole thing
you start out a lot stronger than a standard OSR character but grow way more slowly. i don't like 4th-level characters being 4 times as strong as 1st-level ones; HP never gets that high. emphasis is more on diegetic progression instead.
way too many subsystems for alchemy, crafting, strongholds, warfare, renown, rituals, likes 9 pages of magic items, a whole subsystem for becoming a cleric mid-campaign. i couldn't help myself i love this shit
in my current campaign we had a player permanently sacrifice some max HP to become a necromancer after deliberating on whether that's a good idea for like thirty seconds, which instantly made me think my necromancy system is a success
also free
Adventure recommendations
(in rough order of size)
Moonhill Garden (by Emiel Boven): look at this. look at it! this is like the best template for a little dungeon in an OSR game. all of the little factions are tied together. this would be a great oneshot to introduce people to an OSR system with.
A gathering of blades (by Ben Milton): a system-neutral, one-page sandbox. i ran this for an iron halberd game and it went super well. lasted like 7 sessions. highly recommend.
The Waking of Willowby Hall (by Ben Milton): a single dungeon with a million things going on. it's super chaotic with half a dozen different factions crashing into each other and a big angry goose. highly recommend, especially for kids
The Black Wyrm of Brandonsford (by Chance Dudinack): small sandbox with a fun fairytale vibe and a very fleshed-out little town. and a big nasty dragon.
Evils of Illmire (by Zack Wolf): this is a very dense, entire campaign's worth of hexcrawl in a very compact package for like $5. it doesn't do anything particularly new, but the value-for-money is absurd and it's a really good template for how to do a sandbox if you're used to 5e adventures
Ask me anything!
if anything here is unclear or intrigues you, send me asks! i love helping people get into OSR games. i'll link frequently asked questions here if i get any.
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thehomelybrewster · 25 days
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1d8 "Free" Fantasy RPGs To Replace 5e At Your Table
D&D 5e sure is a roleplaying game, and it's one that I have enjoyed a lot. However, that doesn't mean that I'd recommend it automatically for other people. This has many reasons, which I won't elaborate here. It has also shaped the perception of TTRPGs significantly thanks to its market dominance, and not in a good way.
5e has a reputation for being an expensive, complex game, and 5e players fear that other RPGs might just be the same. That it's too much of a hassle and too much of a financial burden to switch systems.
So, to help 5e players pick out a different system, I've made this handy 1d8 rolling table to help them pick a fantasy TTRPG with a combat component that they can try instead!
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Let's now go through these eight nine RPGs and see what's up with them, right below the "Keep reading" section!
I'll be listing some metrics like the page count for the rulebook(s), the core resolution mechanic, how complex the game is in terms of character creation & combat, and how well-supported the game is by their publisher and the community-at-large.
1. Cairn
Author: Yochai Gal
Release Year: 2020
Cost: Free PDF, printed copies cost between $3 to $10 depending on the print quality.
Page Count: 24
Website: https://cairnrpg.com/
Resolution Mechanic: 1d20 Roll Under system for ability checks/saving throws, attacks hit automatically, "fiction-first".
Action Economy: Movement + one action per round.
Characters: Random character creation, class-less and level-less, advancement based on "Scars" (suffering damage that reduces your HP exactly to 0)
Setting: Implied. Low-magic European-style fantasy; mysterious woodlands.
Other Noteworthy Mechanics: Hit Protection and Ability damage instead of HP, Slot-Based Inventory.
Degree of Support: Very high. Available in fifteen languages (e.g. Spanish, Russian, Chinese, and German); full rules text is under CC-BY-SA 4.0; multiple published third-party adventures & supplements available; some official bonus material (e.g. bestiary, magic items/relics, and spells) is available for free on the website.
Addendum: An expanded 2nd Edition is currently on Kickstarter (ends April 26th 2024); Cairn is legitimately easy to learn, however the Hit Protection system and the connected Scars system is a very different abstraction to health and advancement compared to 5e.
2. Cloud Empress
Author: worlds by watt
Release Year: 2023
Cost: Free PDF of the rulebook and the creator-written sample adventure "Last Voyage of the Bean Barge", $20 for the print edition of the rulebook, $12 for PDF supplements, $25 for print + PDF supplements; free solo rules also available as PDF only.
Page Count: 60
Website: https://cloudempress.com/
Resolution Mechanic: d100 Roll Under system for stat checks/saving throws, critical successes or failures on doubles (11, 22, 33, etc.), 5e-style advantage/disadvantage, attacks generally hit automatically.
Action Economy: Two actions per round with no free movement.
Characters: Semi-random character creation, four classes ("jobs"), no rules for character advancement in the ruleset.
Setting: Specific. "Ecological science fantasy" heavily inspired by Hayao Miyazaki's "Nausicaä of the Valley of the Wind"; costly magic, giant insects, dangerous mushrooms; only human player characters.
Other Noteworthy Mechanics: Damage points culminate in Wounds; Wounds and Stress as ways to track your character's physical and mental state; slot-based inventory system.
Degree of Support: Low-ish. Several official supplements exist, however third-party material is very sparse. May improve due to the recent establishment of a Cloud Empress Creators Fund, has a simple 3rd party license system.
Addendum: A supplement, "Cloud Empress: Life & Death" is currently on Kickstarter (ends April 26th 2024, yes, the same day as Cairn 2e) and as a disclaimer I even backed that current Kickstarter; Cloud Empress is built on the engine of the sci-fi horror RPG "Mothership"; clearly built for one-shots and short campaigns; has a wonderful resting system that encourages roleplay between players.
3. Iron Halberd
Author: level2janitor
Release Year: 2023
Cost: Free PDF of the rules; no print option available.
Page Count: 60
Website: https://level2janitor.itch.io/iron-halberd
Resolution Mechanic: 1d20 + Bonus Roll Over system against difficulty or armor rating, however most non-combat-related actions follow a fiction first approach without dice rolls.
Action Economy: Movement + one action per round.
Characters: Semi-random character creation, class-less but there are four different "gear kits" that nudge your character towards certain archetypes, levelling up with XP.
Setting: Essentially non-existant. General European fantasy with magic, gods may or may not exist/shape the world, various fantastic ancestries included.
Other Noteworthy Mechanics: Includes rules for building strongholds and maintaining warbands; slot-based inventory with a durability mechanic.
Degree of Support: None. The game is intended to be relatively compatible with other OSR content and the creator suggests using adventures made for the D&D retroclone Old-School Essentials if you wanna use pre-published ones. An official introductory adventure, "Sea-Spray Bay", is apparently in the works. No 3rd party license available, as far as I know.
Addendum: One thing about Iron Halberd I like especially is how it uses random tables for generating equipment. Most of the equipment is listed in a numerical order by category, and the various gear kits include references on different rolling formulas for those equipment categories. For example someone taking the "soldier's kit" rolls twice on the d20 Weapons table and takes their preferred pick, while someone taking the "sage's kit" only rolls a d4 on that table.
4. Mausritter
Author: Isaac Williams
Release Year: 2020
Cost: Free PDF of the ruleset available; box set with the rules and several goodies including an adventure costs $55; additional box set + PDFs containing eleven official adventures costs $55 (or $20 digital-only).
Page Count: 48
Website: https://mausritter.com/
Resolution Mechanic: 1d20 Roll Under system, 5e-style advantage/disadvantage, attacks always hit.
Action Economy: Movement + one action per round.
Characters: Random character creation, class-less, levelling up with XP.
Setting: Vaguely specific. You play as mice and everything is related to mouse-size; cats are the equivalents of devils or dragons; humans exist as a setting background but may or may not be present in a campaign.
Other Noteworthy Mechanics: Includes rules for recruiting warbands; slot-based inventory with a durability mechanic.
Degree of Support: Very high. Several official supplements exist, as well as loads of content, be it adventures or supplements, made by other creators. Available in seven languages (all of them however are European). Has a simple 3rd party license system.
Addendum: Mausritter uses the phrase "adventure site" instead of dungeons. On the website a free adventure site generator is available, as is a digital tool that can be used to generate your own item cards for the slot-based inventory system.
5. Maze Rats
Author: Ben Milton
Release Year: 2017
Cost: $4.99 for the PDF, no print option regularly available.
Page Count: 32
Website: https://questingbeast.substack.com/
Resolution Mechanic: 2d6 + Bonus Roll Over system; advantage system that uses 3d6 drop the lowest + Bonus.
Action Economy: Movement + one action per round.
Characters: Semi-random character creation, class-less but instead there are character features (e.g. spell slots or attack bonuses), levelling up with XP.
Setting: Essentially non-existant. Magic is very irregular (s. the section below), but otherwise it implies a vaguely European fantasy setting.
Other Noteworthy Mechanics: Spells are randomly generated each adventuring day and spell effects are negotiated between the GM and the spellcasting player; includes several fantastic d66 tables that can be used to randomly generate worlds.
Degree of Support: Decent. The rule text is licensed under CC BY 4.0 and unofficial translations are available. Some third-party content has been made specifically for the game.
Addendum: The only purchase-only game on this list. However "unofficial" distribution of the PDF is very common. Also this is the oldest game on the list. Ben "Questing Beast" Milton is a prolific OSR blogger and runs a YouTube channel on the OSR. Great dude.
6. Sherwood - A Game of Outlaws & Arcana
Author: Richard Ruane
Release Year: 2022
Cost: Free quickstart PDF titled "Sherwood - A Quickstart of Outlaws" available; digital rulebook costs $7.50 and the print edition (including PDF) costs $15.
Page Count: 25 (Quickstart), 32 (Rulebook)
Website: https://www.r-rook.studio/
Resolution Mechanic: 2d6 + Bonus Roll Over system for skill checks (including attacks), 2d6 Roll Under system for saving throws; advantage & disadvantage system that involves rolling 3d6 and using the higher/lower of the two results; almost all rolls are player-facing
Action Economy: "Conversational", assumption of movement + action.
Characters: Largely choice-based character creation. Combine two (of six) background abilities with the benefits of seven different careers. Big focus on interpersonal relationships during character creation. Limited character advancement takes place during downtime.
Setting: Specific. Takes place in a fantastical version of 13th century England, with fey and magic coexisting with outlaws and crusaders.
Other Noteworthy Mechanics: The group of outlaws possesses two shared resources (Resources and Legend) that can be spent to gain certain benefits; spellcasting is divided into two categories: arcane talents and sorcerous rites, with the former being immediate and the later taking significant time; slot-based inventory.
Degree of Support: None. No further publications exist for the game and while it is published under the CC-BY 4.0 license, no third-party content exists as far as I know. It does include a guide on how to convert D&D and Troika (N)PCs into Sherwood characters, as well as three adventure seeds (one in the Quickstart, two in the rules), which is at least something.
Addendum: Might just be the game on this list that encourages the most roleplaying; the character sheet is sadly very provisional-feeling and the Quickstart feels outdated compared to the finalized rulebook.
7. The Electrum Archive
Author: Emiel Boven
Release Year: 2022
Cost: Free Rules PDF available, zines cost $12 as digital PDFs or $24 as print + PDF combos; the first zine contains the entire contents of the Free Rules PDF
Page Count: 26 (Free Rules), 72 (Issue 01)
Website: https://www.electrumarchive.com/
Resolution Mechanic: 1d10 Roll Under system, attacks always hit.
Action Economy: Movement + one action per round.
Characters: Largely choice-based; three archetypes roughly corresponding to fighters/rangers (Vagabonds), rogues (Fixers), and spellcasters (Warlocks); player characters are presumed to be human; levelling up with XP.
Setting: Specific. Mechanics heavily tie into the lore; humanity has abundant access to minerals but requires a rare substance known as Ink to operate certain pieces of tech (like guns) and cast spells but cannot produce Ink themselves; spirits of various sorts can be foes, targets of worship, or sources of power.
Other Noteworthy Mechanics: Uses a spellcasting system for the Warlock archetype that's heavily based on the one used in Maze Rats, as in it uses randomly-generated spells whose effects are negotiated between the player and the GM; slot-based inventory with a durability mechanic.
Degree of Support: Minimal. The game consists out of the free rules and (soon) two zines; a third party license exists but content produced under it is very rare.
Addendum: I need to disclaim that I recently backed the Kickstarter campaign for the second zine for this game; the free rules feature wrong page numbers in its table of contents which is unfortunate; The Electrum Archive uses incredibly simple stats for NPCs which makes creating new ones based on other games rather simple.
8. Shadowdark RPG
Author: Kelsey Dionne
Release Year: 2023
Cost: Free player and game master quickstarts exist as PDFs and are available in print for $19, the core rules cost $28 in PDF form and $57 in a print + PDF bundle
Page Count: 68 (Player Quickstart Guide), 68 (Game Master Quickstart Guide), 332 (Core Rules)
Website: https://www.thearcanelibrary.com/
Resolution Mechanic: 1d20 + Bonus Roll Over system, 5e-style advantage/disadvantage, natural 1s are critical failures and natural 20s are critical successes.
Action Economy: Movement + one action per round.
Characters: Largely choice-based; players have a fantasy ancestry and a class; levelling up with XP; class progression largely random.
Setting: Vague. General (dark) western fantasy conventions apply; alignment is a force in this universe and a sample pantheon is provided; the most potent enemies in the rules are named individuals that fit classic TTRPG monster types; illustrations and lore snippets have recurring motifs.
Other Noteworthy Mechanics: The key mechanic of Shadowdark is how the game handles light, namely that light sources are tracked in real time (i.e. a normal torch lasts 1 hour), which increases tension; slot-based inventory; has a 0th-level character creation option using an eliminationist "Gauntlet".
Degree of Support: Fantastic. Several official supplements and offically sanctioned digital tools exist; lots of third-party content available under a generous third-party license.
Addendum: Definitely the most similar game to 5e on this list besides the next entry; very robust mechanically and the Core Rules features extensive lists of magic items, monsters, and spells; also for early play giving your players only access to the quickstart is a totally valid choice; and finally, before Dionne made Shadowdark, she made 5e adventures for years and it shows (affectionate).
9. Pathfinder
Authors: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, Mark Seifter
Release Year: 2019 (initial release), 2023 (remaster)
Cost: Free and comprehensive SRD available via the platform Archives of Nethys, free "Pathfinder Primer" abridged rulebook available via the Pathfinder Nexus (powered by Demiplane), Core books are priced $20 for PDFs and $30/$60 for print as a softcover/hardcover; a Beginner Box set with shortened soft-cover rules costs $45
Page Count: 464 (Player Core), 336 (GM Core), 376 (Monster Core), 160 (Combined Beginner Box Softcovers)
Website: https://paizo.com/pathfinder
Resolution Mechanic: 1d20 + Bonus Roll Over system, 5e-style advantage/disadvantage, four degrees of success based on result compared to target number.
Action Economy: Three action points per round; various actions may require more than one point; every character can use one reaction per round of combat.
Characters: Choice-based; players first pick an ancestry and a background and a class (the ABCs) and then tend to have meaningful choices after each level-up; levelling up with XP.
Setting: Important. Golarion, the game's setting, is a world that has been long in development and it shows; powerful magic and influential gods; very clear notions of what the societies of the various peoples of the world are like and how they should behave.
Other Noteworthy Mechanics: Balance between character classes and reliable combat challenge calculations are an important design goal; weight-based inventory system; archetype system for "multiclassing".
Degree of Support: Fantastic. Loads of content gets regularly produced by the game's publisher Paizo; the Pathfinder Infinite program (similar to D&D's Dungeon Master's Guild) provides lots of lore-compliant third-party content; uses the ORC third-party license for content produced outside of the Pathfinder Infinite program. Translations into other languages available but Paizo does not provide a comprehensive list of available languages (only German and French confirmed after brief personal research).
Addendum: The most popular and commercially successful of the listed games; but also by far the most complicated, though it is easier to GM for specificallty than 5e; also I dislike how certain feats create situations where fairly mundane actions get mechanics through these feats instead of being things you can generally do; anyway the reason why it's a 9 on a 1d8 table is because if you wanted to try out Pathfinder 2e you already would have and because while Paizo is better than WotC it's still a flawed big company.
...
So this was an exhausting little project. I hope you found this helpful and I hope you give at least one of these games a shot! A follow-up to this post is not out of the cards, but I don't plan on one.
Before we go, have this poll about which of these systems you're most looking forward to try! Shame it can only be open for one week...
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ray-elgatodormido · 3 months
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Ah yes. Imagine the scary boss in his underwear they said. It would make him less scary they said.
“They” being me I um… did a thing and I’m sorry
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Well turns out colouring from grayscale is much easier for me and gave great results.
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and this was the file name
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It would appear that my sole contributions to the Wo Long enjoyer and Three Kingdoms media fandom as a whole is “Lü Bu tibbiez”
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Note
if you're not busy maybe a request with yandere claude frollo with a darling who are from the modern days and somehow got trapped into the movie/world the film takes place in.
any prns
You are my story
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warning : obsession, some angst, yandere Frollo
Info : I kinda like this idea the confussion and obsession was fun writing it have fun reading dear anon and thanks for the request
~~~~~~~~~~~~~~~~~~~~~~~
How did it happen? It was just a free day evening, an evening alone in front of her TV and the old DVD she had found. A few memories of her childhood when she had watched the movie over and over again with her grandma and grandpa. She knew every song and wanted to go to Paris herself.
But not like this, not in the Middle Ages and not in a scene she knew what it would mean. She was scared when she saw the huge old buildings, the people watching her as she came out of the alley. The clothes so different from the humans no dress, no covering under fabric.
She almost screamed when she saw that her image had changed despite her modern clothes, she was not realistic. It felt like her body yes, but when she saw that she looked like she had been painted in a puddle, she almost screamed out of confusion and fear.
It was sinful. It was fear that coursed through her body as she tried to run away from the city herasu wanted to escape the events that would make VParis burn. Get out of Paris, there must be an exit, she thought, looking around hurriedly, but there was hardly a blind spot in this city.
There were people everywhere, people who almost brought the city to a standstill, guards who patrolled and, as she herself soon learned, guards at the gate who kept her from perhaps finding an exit with their halberds raised.
,,And I'm supposed to believe you, traveler?" he asked again, the iron key still locked in his ringed hands. She knew him and had tried to explain to the judge that she didn't want anything here, that she just wanted to go back.
But unfortunately she had to realize that it was only because the story here deviated from the movie that his justice dragged on. That his curiosity and excitement flashed in his eyes as he walked around her.
She felt his gaze on her clothes, on her Jean's, which clung to her legs and on the T-shirt under which her bra was slightly visible. He hasn't changed…he's getting worse, she realized with horror as she still felt the heavy metal on her wrists as if she didn't stand a chance. But Frollo the judge had actually believed her words.
He wasn't stupid, the clothes she was wearing weren't from here, weren't from anywhere in the world, weren't from any books he'd read. Her language and the way she talked to him was "different", it wasn't like something had been changed over time.
,,I can't let you go…darling you see people would want to see you burn" he murmured looking out of the small window seeing in reflection how she was thinking. Her knowledge probably went up to a certain point, but something was different.
She didn't seem to have thought about this story here, didn't pay attention to the knowledge of time. ,,And-and what should I do, Frollo, you have to let me go, this isn't my story," she protested, wanting to reach for him but he grabbed her hand instead.
Seeing the desire flash as the chains rattled he restrained himself from attacking her it was obsession she saw. His grip was firm in a surprising way and she wanted to leave, wanted to go back to her world, to her time.
Didn't want to live in the past of a movie where she lived with an insane righteous murderer. ,,But you're my story," he said with a smile, taking hold of her chains and pulling her close, running his fingers almost cautiously over her shirt.
He saw her shudder as he traced the hem of her bra, fascinated by the clothes on her shoulders and what was underneath. Seemed completely interested in her entire appearance and something told her that she wouldn't just feel the metal on her.
That she would never get out of the city, let alone his house. That he would lock her away, study her, watch her, make her his. She would become another hidden detail of a story.
~~~~~~~~~~~~~~
@ria-coolgirl , @aliensthegreat , @nunezs-stuff , @magmabayvi , @cedric-my-beloved
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Do you have any pantherlily headcanons? I really enjoy how you write him
You got it boss😎👍
Had to constantly remind everyone in the first few months of his time at the guild that despite his appearance he is quite literally a grown ass man, older than a good chunk of the guild members who keep babying him.
It took a while for it to sink in properly. Mirajane especially had a hard time remembering. She refused to serve him drinks at the bar for the longest time, thinking he was the same age as Happy n co.
Despite sticking with Erza due to her being a familiar face initially (lookin like Kinghtwalker) , he does eventually build up a genuine friendship with her. They spar and go on missions fairly often, and Erza also expands his horizons by introducing him different types of magical weapons and armours.
Apart from swords, he has good proficiency with knives and halberds. He has good hand to hand combat skills but largely stuck with weapons most of his life. It wasn't until afterwards when he came to the guild that he started to appreciate it more into how he fights. No one can resist a good brawl :]
Loves Happy, really he does, and he knows that customs on earthland are wildly different from back in Extalia, but he's still so fucking horrified that Happy doesnt wear clothes. He just wants him to put on some pants, please, he's not asking much.
Refused to spar with Gajeel until would accept a few pointers from him on how to use the iron dragon sword like an actual sword instead of just swinging it around.
Won't visibly show it but is deeply fascinated by the fact that magic is naturally occuring in people on earthland. He studies up on history and the different types of magic whenever he encounters a new one.
He's sorta a big deal still with the exceeds. Hailed as a hero for his efforts all those years. If he's out traveling and encounters another exceed they usually treat with deep respect or just straight up awe. Happy and Carla dont get it. It's just Lily? Yeah he's cool but again. It's just Lily.
Has relaxed considerably since coming to earthland. In his mind he's retired from his old life and was given a chance to start fresh, so allows himself to take it easy as much as possible.
Realized that it jumpscares new people when he talks in his small form. No one looks at a 3ft tall cat and expect a deep grown ass mans voice to come out of it. Its super funny to him to throw people off like that and he tries to do it as much as possible when he gets the chance.
If he was human he'd be black what
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gethoce · 2 days
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Meta Knight lives on the Halberd, but after it sank to the bottom of the ocean he, ironically, crashed at Castle Dedede.
In return Dedede got to train with him for his own revenge plot.
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yaeggravate · 3 months
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Unraveling Princess Fischl
So I recently finished studying Princess Fischl in a lab and the results I got were kinda crazy.
As a disclaimer, I do this just for fun. I like connecting dots and solving puzzles. But I'd rather you draw your own conclusions. In this post I will try to dissect the mysteries surrounding the Prinzessin. And you really can't talk about Fischl without including Kaeya. I've even got a surprise guest star for you.
WARNING: this post is VERY long, click on that Read More at your own risk, otherwise you'll be stuck scrolling forever.
For simplicity's sake Princess Fischl will be referred to as Fischl while playable Fischl will be demoted to F.
PART 1: MIDSUMMMER NIGHT'S DREAM
Most of this will use the books Legend of the Shattered Halberd and Flowers for Princess Fischl as a source. These books are authored by someone named Mr. Nine. The books are published by Yae Publishing House. So keep in mind there's a non-zero percent chance Mr. Nine is actually just a certain Nine-Tailed Fox.
F's alternate outfit is called Immernachtstraum. This is a reference to Shakespeare's play Midsummer Night's Dream. In German the play is called Ein Sommernachtstraum. So you can see the similarities (Immernachtstraum means Eternal Night's Dream.)
Kaeya is in part based on the Indian changeling prince from the same play. The character Oberon, the Fairy King, is the french derivative of Alberich. The play itself is basically about people getting into Shenanigans so absurd it might as well be a dream. Oberon and his wife Titania are actually key players in quite a bit of different media… But as much as I want to delve into that, this isn't a Kaeya post.
Just remember for now that Titania is the Fairy Queen.
In the book Flowers for Princess Fischl, there is a mention of a Sommernachtgarten. It is described as a Domain possessed by someone highly skilled in the magical arts. Sommernachtgarten seems to have existed in Teyvat. The domain Midsummer Courtyard, which has the Thundering Fury set, tells us the Sommernachtgarten was buried underground.
The domain is located in Starfell Valley. It's nearby Starfell Lake and Starsnatch Cliff. Starfell Lake is said to have been formed by a fallen star.
Fischl is also equated to a star that fell down. Notably, in F's birthday letters, and in Legend of the Shattered Halberd.
Birthday Letter: Day of Destiny… On the day of a sacred star's descent from the depths of the night sky into this realm, I, the Prinzessin der Verurteilung, have asked Oz to cross the ocean and bring, me exotic treasure.
LotSH Vol. 1 The story was that an iron meteorite had fallen from the sky five or six years ago, and convention dictated that as nature's treasure it belonged to the imperial family.
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Starsnatch Cliff is the only place where Cecilia flowers grow. These flowers have a triquetra shape, which is similar to Kaeya's passive talent Glacial Heart. Kaeya has been featured with these flowers in his birthday arts, and even invites the Traveler to go see the flowers with him.
Alice: With enough bombs placed in proper positions, even huge cliffs like Starsnatch would crumble into dust in a second. With flatter terrain, Mondstadt would surely look much nicer. But that unctuous Cavalry Captain rejected my proposal instantly. He even asked me to stay away from Starsnatch Cliff.
Furthermore, when Alice proposed to blow Starsnatch Cliff up, Kaeya denied her request and warned her to never go near there again… Starsnatch Cliff also overlooks the Nameless Island which is shrouded in mist and invisible on the map.
菲谢尔 = Fischer = Fischl
Fischl's name might be a reference to the Fisher King from Arthurian legends. One name of the Fisher King is Amfortas. In the game Anfortas is the name of the Knight Marshal of the Schwanenritter; he's thee Alberich who stepped up as Regent King when Irmin was indisposed.
Perhaps Fischl was the original "Fisher King" and the kings who came after her, like Irmin and Anfortas, fulfilled her role. …But this would imply Fischl was once the ruler of Khaenri'ah. That would be crazy, right? Right, guys?
PART 2: THE PRINCESS OF JUDGEMENT
When I was analyzing the 8-pointed star, I discovered these 8 points could actually correspond to the Guardians of the Eight Directions in Hinduism.
For some reason, ascension gem stones are named after Hindu gods (with the exception of Electro). This isn't the case in the original Chinese naming however.
Still, I tried to mix and match the gemstones to a direction.
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North: Kubera, The God of Fortune -> GEO
South: Yama, The God of Justice and Death -> ???
East: Indra, The Lord of Heaven and God of the Weather, Sky, Rain, and Storms -> ELECTRO
West: Varuna, God of the Seas, Oceans, and Rain -> HYDRO
Northeast: Ishana, God of Birth, Death, Resurrection, and Time -> DENDRO
Southeast: Agni, God of Fire -> PYRO
Northwest: Vayu, God of the Winds and Air -> ANEMO
Southwest: Nirṛta, God of Death, Sorrow, and Decay -> CRYO
Hydro (Varunada), Pyro (Agnidus) and Anemo (Vayuda) gems already have the same names as the Hindu gods so that was easy. The Electro gemstone Vajrada is named after a sword but it belongs to Indra, God of Weather, Rain and Storms.
That just left me with Cryo (Shivada), Geo (Prithiva) and Dendro (Nagadus). Ishana is the God of Birth, so I'll assign him Dendro. Kubera is the God of Fortune which is Geo because Mora.
Now Cryo is a bit puzzling, because it's named after Shiva, who in Java and Bali Hinduism is actually the direction in the center. Some crazy implications here for our buddy the Tsaritsa because Shiva is the God of Destruction within the Trimurti, a trinity of deities. The other two are Brahma, God of Creation and Vishnu, God of Preservation.
In Java Hinduism, Brahma and Vishnu would correspond to the directions Zenith (South) and Nadir (North). Whether this is hinting at something about the nature of the Tsaritsa is unclear. When you see Three Deities you think Moon Sisters, right? However, we can't rule out the possibility that Genshin decided to mix these deities up. Let's just spare ourselves the headache for now and forget about this. This is a Fischl analysis after all.
So instead, let's have a look at the Cryo gemstone's original name in Chinese. The stone is simply called Grieving Ice.
哀叙冰玉: Grieving Ice
Since Nirriti is the God of Sorrow, I decided to assign them Cryo. Now we are left with one deity, Yama: The God of Justice and Death. Well, it can't be Hydro, because we already assigned them to a God. So it has to be someone else.
Fischl's title is the Prinzessin der Verurteilung. Which translates into Princess of Judgement. According to Legend of the Shattered Halberd and F's voicelines, Fischl's role was to act as a judge.
More About Fischl: I To condemn the guilty, to sanctify the just, and to draw all castaway dreams into the embrace of the infinite Immernachtreich. This is the birthright of the Prinzessin der Verurteilung, and her burden. None may gainsay it.
What's interesting is that Fischl uses magical arrows to shoot down the "enemies of fate".
About Us: Shooting Down the World Beast Should this world, like a beast prowling in the night, covet your dreams, then I, Prinzessin der Verurteilung, shall fell it with my ensorcelled arrows of judgment!
Feelings About Ascension: Intro My magic arrow cries out my holy name as it streaks through the night, praying that the violet lightning of retribution shall strike the enemies of fate down from the skies!
On the 8-pointed star, there's an arrow pointing upwards. Kaeya, Clothar and Halfdan's stars on their outfits and even F herself have the arrow pointing downwards.
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The achievement you get when you find this door is called "Abandon All Hope Ye Who Enter Here". Which is a reference to the entrance to Hell in Dante's Inferno.
The Immernachtreich is described as a place where all things will eventually flow into. Immernachtreich literally translates into Eternal Night Realm…
Flowers for Princess Fischl: Phantasmagoria Every good, bright and noble thing must eventually fall to inexorable entropic destruction, and the final destination of the universe is the realm-in-waiting of the Prinzessin, Immernachtreich. This is the fate of all worlds, of the universe, and all who live in it.
In the Immernachtreich Apokalypse, Leon calls Fischl the Soteria.
Soteria means salvation, preservation. It's used as an epithet for Persephone and Hecate. Persephone was forcibly made Queen of the Underworld, and Hecate is also known as the Goddess of the Underworld and Witchcraft…
Look, I don't want to claim Fischl was the secret 8th Archon or anything, because lest we forget Khaenri'ah was a godless nation who would've been Fischl's enemies. But why then would Khaenri'ah have this giant star referencing the 8 deities as their emblem in the first place? Seems a bit counterintuitive. I don't have the answers for now, and perhaps the 8th "archon" was simply Irmin. Or maybe it's not even representing a god but an element or a direction.
Regarding Oz, he is a not so subtle reference to Odin/Irmin but is also a reference to the Wizard of Oz. In the first book, it was revealed this wizard was literally just some guy pretending to be powerful. Eventually Oz starts working as an advisor for the true ruler of Oz, Princess Ozma, who is the inspiration behind Fischl. We'll get back to that later.
This Oz's full name is Oscar Zoroaster Phadrig Isaac Norman Henkle Emmannuel Ambroise Diggs. OZ is actually short for Oscar Zoroaster. Zoroaster is referenced in Flowers for Princess Fischl.
In a distant causality, if the philosopher Zarathustra was not chosen, then the opera writer would have gained victory in the contest over the will of the world.
This does make you wonder if Irmin really was the true ruler of Khaenri'ah and if he even existed the way we believe he did. Perhaps Fischl got Irminsnapped and now everyone believes Irmin was always the One-Eyed King.
Of course this is all my personal speculation and I could be way off here.
Wait, before we move on to next section, I want to point out something that always gets ignored:
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Kaeya and Mona, when they cast their bursts, summon the same 8-pointed star. This is unique to them alone. Could there be a connection between Khaenri'ah and witchcraft? Or is either Kaeya or Mona an outlier?
PART 3: HEXENZIRKEL
In the trailer Mage's Teaparty, there are eight witches shown. However, we only know the names of six witches, and there is a chair missing at the table.
There is a slideshow where the figures of the eight witches are shown, minus Andersdottir who is represented by the book The Boar Princess.
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Observe the witch on the broom and the little witch. The design of the little witch is similar to the design of a famous fictional character who got pulled into another world: Dorothy Gale from The Wizard of Oz books.
Dorothy is illustrated as having twin tails and wearing a farm girl dress. Dorothy's character was influenced by the character Alice, from the Wonderland books.
Originally I assumed Alice Genshin might be based on book Alice. However, it's the Narzissenkreuz quest that's based on the Wonderland books and Mary-Ann who takes the role of Alice.
With that in mind, could Alice Genshin actually be more of a Dorothy inspired character instead?
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Now, Dorothy had a very good friend, called Princess Ozma. Ozma seems to be the inspiration behind Fischl.
So who is Ozma? I only have the Wiki to go on because I'm not about to read 40 books, but by the sound of it, Ozma is the current ruler of the realm of Oz. She is the daughter of a human king and a Fairy Queen. Her mother Lurline was the one who created Oz and turned it into a Fairy country.
Ozma took it one step further and separated Oz entirely from the outer realms making it invisible to outsiders. Everyone who enters Oz never ages.
If you're an F main I'm sure you know by now Fischl created another universe and founded paradise.
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Now I want you to take a look at the witches portrayed in these circles. There are two witches holding a sphere. In F's cutscene from the Summertime Odyssey event, she is also holding a sphere which contains the Immernachtreich which you can see in the header image of this post and below.
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You might think a glowing sphere represents a crystal ball to scry in, but that poses a problem since known prophet Barbeloth is probably represented by the witch holding a waterdrop, which is Hydromancy. So the glowing sphere might not necessarily mean a prophetess.
As for the identity of the other witch with the globe, I believe this could be Alice, since she was the one who created the domain/dreamscape of the Veluriyam Mirage. It could also be Rhinedottir who is creating something in a flask.
So Orb = Domain/Realm/Creation
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Furthermore F's specialty food is Die Heilige Sinfonie, which has a Magic Hexagram painted on top… (Die Heilige Sinfonie translates into The Holy Symphony.) As mentioned before, the Sommernachtgarten could only be created by someone with great magical powers…
Magic Circles is Ceremonial or Arcane Magic, and according to a note left by Master Ruggiero in Bravais' study, Arcane Arts originated from a pre-Remurian civilization.
So someone must have taught humans magic. Might sound obvious, but it begs the question of WHO?
PART 4: FREYJA
To answer this question we need to dip our toes into Norse mythology. As you know, Odin is Irmin.
There was a war between two groups of gods: the Aesir and the Vanir.
Eventually they had enough and decided to exchange hostages as a peace offering. The goddess Freyja, originally part of the Vanir, joined the Aesir which would be Odin's group. As a sacrificial priestess, she was the one who taught the Aesir dark magic, which included seeing into the future. The implication here then is that Odin was taught black magic by Freyja.
This magic is known as seiðr. Seiðr is derived from *soi-to- which means rope/string. The distaff, a tool used for spinning wool, is associated with dark magic. There are images of women riding distaffs as a broom, similar to a witch riding a broomstick. To quote the Wiki: "In any case, the string relates to the "threads of fate", that the Nornir spin, measure, and cut. " Wait, that sounds familiar:
F, joining the party voice line: The threads of your fate lie in my hands!
Scholars suspect Freyja is the same person as Gullveig who was involved in the Aesir-Vanir war. Gullveig was attacked by the Aesir with spears; she died and was reborn three times. When Fischl tried to visit the Kingdom of Eternal Twilight she was also attacked by its people and "shed her blood on the sacred emblem" whatever that means. It was Oz who saved her, pledging his loyalty to her.
Freyja sometimes is conflated with another goddess named Frigg. There has been much debate whether or not these two goddesses stem from the same deity. Frigg is part of the Aesir and usually Odin's wife.
I mention this because in the book Hex and Hound, one of the characters is named after Frigg: Nottfrigga. This book is about two twin witches sharing the same body. In the book we find out that they were the daughters of a powerful witch, but witches are unable to keep more than one offspring of the same generation. This led to Nottfrigga's twin sister Magdalene eventually dying, and her using magic to sustain her sister inside a magic bracelet.
In Norse mythology, Nott is the personification of night. Nott's father is named Narfi. This really got my attention, because Fischl's full name is Fischl von Luftschloss Narfidort. (Fischl of the Castle in the Sky Narfidort.)
In the Hexenzirkel teaser, every witch is represented by a teacup (or in the case of Andersdottir, an inkbottle) but the saucer next to Nicole's teacup is empty. Since this saucer belongs to the same teaset this could mean one of the missing witches is Nicole's twin sister or a relative.
So what could Fischl's role be in all this? Perhaps she's one of the twin sisters, or their mother. Perhaps she's even an ancestor. ...Or completely unrelated to them and I'm full of shit.
PART 5: THE HARBINGERS
F's theme shares a leitmotief with the Fatui Harbingers theme.
F's theme: Sieh an, mein Sommernachtgarten! Signora's theme: Saltatio Favillae
Obviously this means Fischl is Capitano.
Composers don't do these things by accident. This is hinting at something. Either Fischl is connected to the Harbingers, was/is one of the Harbingers, or she is indeed the Tsaritsa.
Which is not as crazy as it sounds.
In Legend of the Shattered Halberd, Fischl possessed someone else's body. And if she is Freyja's equivalent, who died three times, then it's possible she could've been reborn as someone else. In the book, it was Mir who summoned Fischl into Weiyang's body and sacrificed his eye to appease her. Pierro is working for the Tsaritsa and has his right eye covered for reasons unknown. Having been a royal mage who would have had access to Khaenri'ah's restricted library, perhaps it was Pierro who summoned Fischl into the Tsaritsa's body.
The Tsaritsa is collecting the seven Gnoses, Fischl had to collect seven of the nine Ominous Swords to repair the Divine Halberd, which would be herself. She already had two of them in her possession… Could also be that the Tsaritsa is trying to revive her. This would imply Fischl is the Third Descender. Since she came from another world, this is not impossible.
The Fisher King, Fischl's possible namesake, was struck with a wound that could only be healed by a "pure fool" who would ask him the right question. ...Fatui is Latin for fools. If the Tsaritsa really is/is possessed by Fischl, then creating an organization of fools starts to make sense: the fools are her saviors.
This could also connect to the empty 10th seat within the Harbingers. The vacant spot could be a reference to the Siege Perilous, which was an empty seat reserved for the one successful in obtaining the Holy Grail by way of saving the Fisher King.
Usually this is accomplished by Percival, who later finds out his mother is the sister of the Fisher King. In the story, Percival keeps failing to return to the kingdom of the Holy Grail since it is an otherworldly place. Does that not remind you of Kaeya trying to find Khaenri'ah but failing halfway through?
Going back to Princess Ozma, an evil witch cast a spell on her that turned her into a little boy named Tippetarius. This was done to prevent Ozma from ascending to the throne. Tip was unaware of his true identity until he was transformed back into Ozma.
tippet /tĭp′ĭt/ noun A covering for the shoulders, as of fur, with long ends that hang in front.
As noted in The Marvelous Land of Oz, Chapter 23, Tip has brown colored skin.
…Kaeya, blink twice if you need help.
As a staunch hater of things that don't make sense, I highly doubt this means Kaeya is Fischl; the game would never go there. Perhaps being "Fischl" is simply hinting towards the fact that he will become one of the Fisher Kings.
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That would certainly explain this random hangout ending.
Now, here's where things get really crazy.
Remember Anfortas? The Knight Marshal of the Schwanenritter who took over as regent after Irmin became indisposed? At the time of writing, Anfortas's fate remains unknown.
As said before, Anfortas is the name of the Fisher King in Arthurian legends. Fischl's name might've been a nod to that.
But it gets weirder.
T.S. Eliot's poem The Waste Land combines Arthurian legends with the legend of the Fisher King. In it, he associates the Fisher King with the tarot card Three of Staves.
The Man with Three Staves (an authentic member of the Tarot pack) I associate, quite arbitrarily, with the Fisher King himself.
…We have seen this symbol somewhere before. On the constellation wheel of the Fatui Harbingers. By process of elimination this constellation belongs to Il Capitano.
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👏🏽👏🏽CONGRATULATIONS CAPITANO YOU ARE KAEYA'S NEXT TOP GRANDPA 🎉
Kidding of course, but I doubt this is a coincidence. This doesn't necessarily mean they are the same person, maybe Capitano simply mindmelded with Anfortas. It's a fantasy game, everything is possible at this point.
Wait a minute… three nails, three deaths… Uhhh maybe Fischl really did turn into Capitano.
👏🏽👏🏽CONGRATULATIONS CAPITANO YOU ARE PRINCESS DIANA'S NEXT REINCARNATION 👸🏼
PART 6: THE THIEF AND THE MAGE
Alright, for this section I want us to keep in mind the following things:
Fischl is a fallen star
Fischl may have been a mage
Fischl could be connected to Irmin and thus Khaenri'ah
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The play of the Veluriyam Mirage is written by Zosimos. This play stars Kaeya as a Thief, Klee as a Mage and Idyia as a last minute heroine added to the story.
You see, Zosimos originally wanted to write a story based on rumors he'd heard about a thief and a mage. This means the play might not be entirely fictional. The problem is that Zosimos combined Idyia's backstory with the story of the Thief and the Mage, making it hard to tell which bits belong to Thief's story.
We know at least that Alice was the mage who helped Idyia. But what about the Mage who helped the Thief? Who was she? Could it have been Alice or someone else?
For that we need to consider the character Kaeya was playing. It's unknown who he is, but if Klee was playing her mom then it stands to reason Kaeya must've been playing someone connected to him. Before you get excited, this does not necessarily mean someone related to him by blood. Could also just be someone from Khaenri'ah. Heck, we don't even know the gender of the mage, for all we know they could've been a man.
Now, the soundtrack that plays during Kaeya's part is called Towers of Afrasiab. This name has come up before. In the play of Kaeya's hangout, the character he plays opposite of is called Frasiyav. The location of the Khaenri'ahn door is called Hangeh Afrasiyab.
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I personally suspect Afrasiyab is either Irmin or the founder of Khaenri'ah.
Afrasiyab is a character from the Persian epic, the Shahnameh. Afrasiyab lived in an underground iron palace held up by hundreds of columns. (If you look at the architecture in Hangeh Afrasiyab, you'll see little reliefs of men holding up a ceiling above them.) Afrasiyab lacked the divine royal glory known as Khvarena and was obsessed with obtaining it. In the play they say Frasiyav lost because he lacked the blessing of god…
I mean it can't get any more obvious than that. So this could mean the dude from Kaeya's hangout was Irmin. Which does raise a bunch of questions, such as who is the identity of the Prince in this play? And why were they at war?
Should be noted in the hangout's play, Frasiyav offered hostages as a peace offering. Kind of reminds me of the war between the Aesir and Vanir… Also, Kaeya's character Prince Qubad is based on Siyavash who eventually married into Afrasiyab's family…
Towers of Afrasiyab then could refer to Khaenri'ah. In the Veluriyam play, the Thief is also from a dark realm. I hesitate making the assumption that this guy is Irmin or Kaeya's pirate grandpa so I will refer to him as simply the Thief.
In the play, the Thief witnesses a shooting star falling from the sky and follows it. However, what he finds is not a star but a young woman. Well, we know Fischl was also a star that fell down. And we know Fischl visited the Kingdom of Eternal Twilight and got bodied for her efforts. Oz took her under his wings and saved her life.
If the Thief encountered the Mage this way it would explain why the Mage helped him as a way to repay him. Perhaps the Mage taught him Arcane arts or helped him protect the "Dark Realm", who knows?
If this Mage really was Fischl and the Thief someone connected or related to Kaeya it would explain why Fischl and Kaeya seem to be connected.
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About Kaeya F: His nature is obscure, his fate a mystery, and his speech a vexing tapestry woven of both fact and fiction… Perhaps he and I share the burden of mystical sight…
About Fischl  Kaeya: Hmm? You think Fischl having one eye covered is very fitting given her title of Prinzessin der Verurteilung. Hahaha, if that's the case, that must also make me a descendant of some kind of former royal lineage, no?
Furthermore, in Legend of the Shattered Halberd, Fischl's partner in crime, the man who summoned her, is named Mir. This is a reference to Mimir, the severed head from Norse mythology who acted as an advisor to Odin.
Mr. Nine states Fischl was attracted to Mir… and that Oz was more of a familiar of Fischl.
In Wagner's opera Der Ring des Nibelungen, Mimir is known as Mime, the brother of Alberich.
....😮‍💨
Well, I have to say, even after all of that, I am completely stumped. If anyone knows what's going on, let me know, because I for one would love to know WHAT'S GOING ON FOR ONCE. GIVE IT UP FOR KNOWING WHAT'S GOING ON
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teriri-sayes · 11 months
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Reactions to Miracle Creator's Chapter 151
TL;DR - Cale and LSH convo. Hunter info dump. CJG's status. Cale calls Alberu. Cale's group arrives at Evil Alliance.
Soos? LSH = talking to Cale CJS = awkwardly talking with CH
Character Status
CH & CJS = awkwardly talking with each other
HD = with Brain Demon and Demon Laws Brigade Captain
Fist King, Mok Hee = went with Embroidered Uniform Guard to get more elixirs from the emperor
Jegal Mi Ryeo and Splitter Saint = headed to Murim Alliance to take care of the purified Living Jiangshis
Raon = teaching his disciple Sima Pyeong
Hunter Info Dump Well, this came out of nowhere. LSH explained why he was missing in the past chapters. Basically, it's talk about hunters. To summarize:
Purple Blood hunter family are dragons.
Name of their world is Aitopu (It's the reverse spelling of "utopia")
GoD sent CJG there to investigate.
CJG became MIA after he headed there.
Jungwon allied with the worlds that had the Transparent Blood and Five Colored Blood.
I was really surprised to suddenly have this info dump... 😂But that's not all. We even have Alberu today!
Alberu, the Sullen Korean Melon Cale finally remembers that Alberu exists and calls him 🤣 It got strange afterwards because Alberu had a tired expression, but was smiling very brightly. Raon even said that he was not the sun but a sullen Korean melon...
Why was Alberu happy? Because the mining agreements were over, so Cale and the Roan Kingdom were very rich now.
Evil Alliance Finally And we are now at the Evil Alliance! We get introduced to 2 characters that were mentioned in the past: Halberd Demon (one of the Five Demons) and the head of the Iron Family Manor. I guess we'll find out more about them in the next chapters.
Ending Remarks Today's chapter was full of surprises. I never thought we'll see all the Soos, the Chois, and even Alberu today! It feels like the author gave me the best birthday gift ever! 😊Anyway, with Durst appearing in the scene, it looks like we'll be introduced to new Living Jiangshis again.
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nintendocafe · 1 year
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The Legend of Zelda: Tears of the Kingdom - amiibo rewards
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cyberdragoninfinity · 5 months
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have been putting together Iliaster Pokemon Teams off and on fooooor the last couple months or so... I always like to put way too much thought into teams so under the cut I have all my reasonings for these choices. I like Pokemon and I like these characters a Perfectly Normal Amount <3
BRUNO/ANTINOMY:
Lucario: feels just very much like a good partner Pokemon for him...same shade of blue, very noble and loyal, EXTREME SPEED!! something something Lucario's innate aura reading and ability to sense emotions and thoughts vs. Bruno's complicated quest to figure out who he is. I think they would be friends!!! It gets amnesia too in whatever funny Pokemon AU Bruno's situation happens in
Skitty: obligatory Bruno kitty cat pokemon <3
Armarouge: T.G. Halberd Cannon/Blade Blaster type vibes, its pauldrons literally turn into a cannon, fire type echoing the sun in the Antinomy/Yusei duel, also a very loyal Pokemon. Plus bonus counterpart to Primo's Ceruledge >:3c
Rotom: silly little guy who likes motors and electronics and machinery!! Also Bruno having a ghost type and being. yknow. a robotic copy of a dead man. I think it suits him.
Yanmega: T.G. Recipro Dragonfly, it literally has eyes covered with a red visor, it's super fast and its design echoes a vehicle (aircraft rather than motorcycle, but still.)
Registeel/Regieleki: in Tag Force 6 Bruno uses and seems to really like Machina Fortress, so I wanted to give him a big 'ol bulky Steel Type. Antinomy gets Regieleki as a counterpart because it's literally The Fastest Pokemon, probably great for Delta Accel Synchro <3 Also Modern Age/electricity/android type invocations...
Porygon/Porygon2: Bruno needs a boxy little computer friend!! Antinomy gettin the evolved form since a big part of Porygon2's lore is that it was made for space travel...thinkin bout that duel again. The Porygon line, Porygon2 especially, also has a really similar color palette to Bruno's various forms!
Miraidon: ok ive seen people give Jack Miraidon and i get it, it's his color palette, BUT LIKE. THIS IS ONE OF THE MOST BRUNO POKEMON EVER. literal robot motorcycle from the future who washes up on the beach with limited memories!!! it has a silly goofy friendly form and a badass powered up fighter form!!! it can be the perfect counterpart to Yusei having a Koraidon!!! LISTEN.
LESTER:
Skarmory: Meklord Emperor Skiel of course!!! Violent metal bird moment!!
Wingull: in the Tag Force games Lester really likes the Stuffed Seagull Plush item and I think that's just so cute
Zorua: Little red-haired mischief-maker that can create illusions and false appearances?? IT'S PERFECT FOR HIM.
Klang: From the episode when he infiltrated the twins' school, he used Gear Golem the Moving Fortress....gotta give him some gears.
Durant: Skiel Guard! Little weird metal bugaboo :]
Iron Bundle: challenging myself to give all the Iliaster members (aside from Z-one) Future Paradox Pokemon...Lester of course gets the Bird one. It even shoots a laser like Skiel does!!
PRIMO:
Bisharp: god his whole team is just Mean Blade Guys but like. Look at Him. That's Primo. the way Bisharp commands an army of Pawniard the way Primo commands the Diablo also relevant.
Ceruledge: This is kind of the Primo Pokemon of All Time For Me--haunted grudge-powered knight that "cuts its enemies to pieces without mercy" with sword arms infused with "the lingering resentment of a sword wielder who fell before accomplishing their goal"--like... COME ON. DUDE.
Mega Beedrill: gotta shout out the iconic bee commentary of course, and also it's Another Violent Pokemon With Sharp Dangerous Blade-like Arms.
Melmetal: MEKLORD EMPEROR WISEL!!!!!!!!!!!!!!!!!!!!!
Scizor: Metal-clad evolution of a blade-armed beast, also violent and merciless. And it does the thing where it uses its pincers to look like it has three heads--funny for one of Aporia's components~
Iron Valiant: ANOTHER PRIMO POKEMON OF ALL TIME FROM GEN 9. LIKE!!! White robot with a big dangerous sword, created by a mad science supposedly, "said to be cruel enough to take its brilliantly shining blade and cut down anyone confronting it without hesitation"... THEY CANT KEEP GETTING AWAY WITH IT
JAKOB:
Mega Aggron: Granel <3 Big fuckoff metal monster. I also thought it would be fun to try and give the Three Nobles each a pure Steel type Pokemon for the Robot Funsies.
Barraskewda: For Granel's bizarrely fish-like canons and components--Barraskewda also being based on a projectile weapon a bonus, too.
Skeledirge: GOTTA give one of the Nobles something that ties into their sub opera singer namesakes, plus Skeledirge's Spanish influence is perfect for Jakob/Jose. And its an aquatic-based animal like all of Granel's components, too :^)
Alolan Golem: For Jakob's big old beard and eyebrow, PLUS it's a grumpy stubborn beast that launches electric rock blasts. Just suits him imo.
Ursaring: gave myself the added challenge of giving The Three Nobles each an unevolved Pokemon that Aporia has the fully evolved form of.... Jakob gets Ursaring for their matching surly expression and eye(s) plus the Guts ability boosting Attack when inflicted with a status effect is perfect for the Gaining Power Through Suffering motif of these guys <3
Iron Hands: Freakishly powerful big bulky electric robot monster!!! Yellow color motif like Granel!!! probably one of the most Meklord-y Paradox Pokemon, to me.
PARADOX sidenote it's so fucked up he just doesnt have a tag force sprite. sad!
Origin Dialga: Since his whole deal in BBT is having a deck of stolen Legendary Iconic Dragon Cards, i GOTTA indulge and give Paradox a bunch of Legendary Dragon Pokemon!!! Origin Dialga is for the time travel and also it's just a bizarre creature that feels on par with Malefic Paradox and Truth Dragon tbh. Plus it was created by Arceus, and Pdox was created by Z-one <3
Zekrom: GEE PARADOX WHY DOES YOUR MOM LET YOU HAVE TWO UNOVA DRAGONS... he's got that whole black and white color motif with his mask/the Malefic dragon armor. And Zekrom's got an engine...like a motorcycle...
Reshiram: Beautiful long haired bishie of a dragon plus the aforementioned black and white motifs. Also the concept of wanting to make a true AND ideal new future is really fun and kind of Very at play with Paradox~
Espathra: A.) im a Psychic Duelist Paradox truther, I rly wanted to give him a Psychic type, B.) Espathra is a violent weirdo that literally has his hair color palette/style. In my mind's eye this was his partner Pokemon originally ....Paradox with a Flittle is so funny to me.
Roaring Moon: if anyone deserves an Ancient AND Future Paradox Pokemon it's... WELL. THIS GUY. Malefics are almost all Dark Dragons so give him the freakish vicious Dragon/Dark that's like a twisted version of an existing monster (much like how Malefics are twisted versions of existing cards ;])
Iron Treads: Successfully continuing to give all the Iliaster guys Future pdox 'mons...Iron Treads is a big robot tire effectively which works great for a guy who motorcycles through time!!!
SHERRY:
Lunala: For that freaky Soul Binding Gate skeleton door, also a Pokemon that is brought under Necrozma's (Z-one's) power. Sherry having Lunala and Aporia having Solgaleo also just makes me a little insane.
Florges: FRENCH. FLOWER LADY. EASY PICK.
Rapidash: For Horse of the Floral Knights/Sherry's horse shaped duel runner...i love that she's a horse girl 🥴
Teddiursa: For that TEDDY BEAR!!! And also, again, her having a Pokemon from the same line as Pokemon Aporia has is just a fun detail for me.
Tsareena: 100% female. Floral Knights/Chevalier le Fleur. Kicks and fights triumphantly.
Iron Leaves: in general Virizion is already a perfect Sherry 'mon (grass horse, based on French literature, etc.) and I imagine she originally had one before it somehow Became an Iron Leaves when she joined Iliaster :^)
APORIA:
Solgaleo: i mean. He Just Looks Exactly Like One!!!! Also Steel/Psychic is a really good type for this big miserable monster lion angel robot. Plus it can be controlled by Necrozma.
Kingambit: Evolved form of Primo's Bisharp, a powerful and intense leader that fights primarily with brute strength. It's also got an ability that boosts its power the more of its allies fall (die <3) Power through suffering!!!
Silvally: Synthetic chimera of mishmashed fused parts created in a lab :) Can only evolve and reach its true potential through friendship :))) also giving him Silvally and Z-one Arceus just to make myself a little sick in the head.
Klingklang: Evolved form of Lester's Klang, mechanical 'mon that echoes the Ark Cradle's Sun Gear(s) that Aporia protects
Ursaluna: Evolve form of Jakob's Ursaring, hulking powerful bear with big claws and a back sail that looks exactly like Aporia's big metal halo.
Iron Jugulis: MEKLORD ASTRO DRAGON TRISKELION!!!! also a hydra like Aporia's duel runner >:D
Z-ONE:
Necrozma: first of all it kind of looks like Z-one's freaky life support+huge claws contraption second of all something something Infinite Light vs. Necrozma being a light consuming monster third of all the way it can dominate and lord over Solgaleo and Lunala. pounds my fists on the pavement.
Celebi: HE'S THE BIG BAD HE GETS AS MANY LEGENDARIES AS HE WANTS and he needs Celebi of course. Time Angel :)
Omastar: Freaky ancient Pokemon that resembles the nautilus shape of Z-one's contraption...also there's something about fossils being kept alive in there somewhere I'm sure.
Mimikyu: this is like. perfect for him tbh HDHGSDFG Wears the guise of another Pokemon and pretends to be it (and I would definitely give Yusei a Pikachu,) reacts with violence and panic when pushed into a corner, Fairy type (like all the Timelords are), competitively can fill the niche of being Difficult and full of underhanded status effects and tactics and I think that's just lovely for Z-one <3 In my mind's eye I like to think this was his partner Pokemon from even before The Yusei Factkinning Event.
Bloodmoon Ursaluna: Well it's literally got the odd 'device' clamped over one of its (weird glowing) eyes and also. For Aporia <3 That's Aporia <33 Z-one's giant time-displaced apex predator with a big weird circle on its forehead <3333
Arceus: THAT'S GOD BABEYYYY!!!!!!!!!!!!!!!!!!!!!
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mylordshesacactus · 1 year
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Captain Olassa Appreciation Post
For uh....completely innocent reasons. She’s. She’s fine.
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No, in all seriousness though--Olassa is the longest-running NPC in this campaign, she was one of the first characters I created who really made Suncrest feel alive to me.
(Ironically enough. She’s a paladin of the Raven Queen.)
At the end of today’s session, after acting as a rearguard to cover the party’s retreat, she sent them and their mage friend Arlette on a mission to find a way to close the breaches and cut off the invasion--something which cannot be done from within a besieged city, and if they’re going to get out of the city, it has to be done now, because by morning they’ll be cut off completely.
She gave them these orders while steadily braced and reforming a line of battle with the shattered, scrambling city guard. It was very clear that she did not intend to go with them. It was equally clear that every guard in that square is going to die.
Arlette and Nimbus both tried to convince her to live to fight another day; Andromeda, to whom she’s been a major mentor, just swallowed hard and thanked her, and promised to say a prayer for her to both her own god and to the Raven Queen. 
(Andromeda, a book-dumb paladin of Pelor, has absolutely no knowledge of the long-running tension between their respective deities. She has no idea how deeply and profoundly touching--how significant--it is, what she just offered, or the fact that she burned one of her last spell slots to give Olassa Protection From Good And Evil keyed to the fae as one of their last interactions.)
Her last words were, as a quiet reassurance to Andromeda, “I am not afraid to meet my lady.”
Before that, to Nimbus, as he tried to convince her to run with them and try to regroup later:
“You are very young, Nim. Defiance in the face of hopeless odds is--is your birthright. But I am older than you, and wiser. I have oaths to uphold. I am guard-captain of Suncrest and a paladin of the Order of the Breaker of Chains, and there are things worth dying for.”
Last the party saw of her--and where we left the session--she was standing in a chokepoint, halberd levelled against the top of her shield, bracing for a charge.
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level2janitor · 6 months
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making a necromancy system for Iron Halberd
i've been mulling over ideas for a whole necromancy subsystem, separate from spells (bringing the total number of different magic systems in this game up to 4). mostly for self-indulgent reasons - it's a way to codify a lot of stuff about necromancy that i've used in my worldbuilding before, but always struggled to work into the mechanics.
Necromancy is easy. why? because i want it to have a seductive-power-of-the-dark-side thing going on. if you meet a necromancer, they can teach you to reanimate undead in a few minutes. anyone can do it. it's a temptation - one that's easy to say yes to, but hard to go back on. accepting these teachings and applying them in an easy ritual grants you the power to reanimate undead, but costs a point of your stamina or vitality - and you can't undo that without some sort of holy magic cleansing you of it. you're a necromancer now.
Necromancy is powerful, and unreliable. when you reanimate an undead, you always succeed. there's a roll involved, but that roll determines whether you control the resulting undead, not whether it's animated in the first place. the difficulty for this roll goes up every time you reanimate something, and goes down a little bit each time you rest; it also can't go lower than the total hit dice of all undead under your control.
Necromancy fills the world with dangerous undead. undead created that you don't control are a problem. they'll usually try and eat you, and if you leave them wandering, they'll probably eat someone else instead. using necromancy brings these hideous monsters into the world and your control over them is fragile. even if you're determined to use your powers for good, your mistakes could cost innocent lives. and i love necromancy working like that. it's much more interesting to me than it just being ontologically evil for objective reasons.
i ended up removing the roll-to-cast system from iron halberd a while ago in place of way more reliable spells, because we didn't find roll-to-cast all that fun, but for necromancy it feels too appropriate to pass up. i want it to be something even the necromancer themselves is afraid of. here's the rules i drafted up:
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buppypuppy · 4 months
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Finished up a little thing today. Developing some of the other houses in Oldwood, finally. The rest is beneath the cut if you'd like to give it a read.
For what they lack in a sense of style, much to the chagrin of certain serpents, they more than make up for in efficiency, strength, and notably intimidation. The hulking form of the arbiter of the house leading you along is certainly doing work to maintain that reputation. 
Her massive spiraling horns are assuredly not just for show. It's doubtless that the various nicks and chips in them are from various duels, all of them won with sheer strength. No medals or trophies are needed to show her valor, as they are all carried with her, displayed proudly on a rack. 
The scabbards for her immense cleavers clank together as she walks, her hooves clicking against the floor in time. An odd manner of cognitive dissonance is invoked with how notorious the House of the Iron Grate is for having a heavily-armored militia, in contrast with just how little armor the Arbiter of the House wears. The studded gloves and knee-length trousers with nothing else are an interesting choice, but she's quite famed to be indestructible, so truly things seem to be working well for her.
She turns her head to you as you walk with her, the thick wool obscuring her eyes, but her piercing gaze still chilling your blood even further.
"You must be sure you are strong. This house meets force with force. This means you must be forceful."
It is unclear if she intended to insult you, but nonetheless, her words ring in your mind. You must be forceful. To be forceful is an endeavor many strive for, but never truly manage to grasp. They have misguided notions of what force is, what it truly means, but they never can bear to strike their hammer down on the anvil of fate. 
The people who are after you would not know how to be forceful. Your decision to align yourself with one of the Houses was one that took much time to mull over, but ultimately, the decision was fated to be. The House of the Iron Grate was the only House who would have you.
The Surgeon's sickening experiments were not something you wanted to be near. The insidious control of the Punisher of Love was too... Cowardly, for your taste. The Five Deaths are far too untrustworthy. The Tragic Poet's estate kept you away from it, the rumors surrounding its fluid nature disconcerting to say the least. And the Colored Capitols... You've heard the stories about the people who entered that accursed painting to never be seen again.
So, you took your fate with force. You will know what it means to be forceful.
The ram stops before the heavy iron door, placing her hooved hand upon it as she addresses you.
"You will not speak. Be silent. I speak with the grate first, as Arbiter of this house. The sentinels will supervise your induction, as well as I. The grate will speak to you. You will not respond to it. If you do, your induction will be voided. You do not want to discover the results of a voided induction."
You silently nod. You dare not even respond to that. You need this opportunity, you need the protection that a House membership grants, the skill that you will learn. You need a cause. 
Watching you give the affirmative, the ram opens the door, leading you into the chamber of the Iron Grate.
You enter a small, low-roofed stone room. In the center of the floor, there is an iron grate above a hole in the ground. There are ladder rungs affixed into the side of the hole, descending down into it. The grate is intricate, the iron bars of it flowing around the circular frame. 
In each corner of the room stands an armored figure, all carrying different weapons, with different suits of armor. One of them is immense, broad, standing with an enormous sword and shield. Another's is different, leather accents, but still equally armored, with a mammoth warhammer. The third, lighter, with more flexibility, a halberd taller than them in hand. The last, in robes, with plates affixed in various places. A sleek Iron staff sits in their grasp. 
All of their visored gazes affix on you. You cannot see any of their eyes, but their gazes pierce you, boring into your soul with the same depth of the very hole before you. The chill that permeates your body is unlike any you've ever felt before. 
The heavy door slams shut behind you. You know, logically, that it's still unlocked. If you had to, you could leave at any time. But you can't escape the feeling of being locked in. It pervades you, suffocates you, you're trapped in here with these armored sentinels, with the arbiter of this House, and with the founder of the House itself. And it's all on you for locking yourself in here with it.
You watch as the ram steps forward, standing atop the grate. She speaks aloud, her typically soft voice being amplified by the acoustics of this room, causing it to resound throughout your entire body.
"I bring, to you, a supplicant. Someone who wishes to know the force that exact. Someone who desires the strength we can give. Someone who will kneel to you, and will not disobey you, for this supplicant knows that all who are forced to descend will never return. To dare devote to you, requires a will of iron."
She steps forward, turning herself around to look at you, gesturing to the grate.
"Approach, iron-willed, to receive the blessing of the Iron Grate, to let your soul be washed in its cold breath, and to feel the bars of it and vow to never see what lies beneath."
You step forward, doing as you are told. You stand atop the Iron Grate, feeling the frigid draft of air rising out of it wash over your body. It is cold like you have never felt, burrowing underneath your skin, seeping into your bones, digging its claws into the center of your being.
The ram reaches forward, placing her hand atop your head. She presses it down, angling your gaze to be staring into the deep, unceasing abyss beneath the Iron Grate. You feel your stomach drop, the depth of it being utterly incalculable. You had heard the hushed tales of how traitors to the house had been hunted down ruthlessly, and dragged right back here, and forced to descend down the ladder, never to be seen by another soul. 
"Cast every doubt you have down. Slip it through the gaps in the bars, let it fall, endlessly, down into the abyss beneath the Grate. Your doubt will never be seen again. What will remain is strength. Force. Do it."
You steel yourself. You tense your muscles, thinking of every doubt, every regret, every fear, every reason you came to this house in the first place, letting them build, coalesce, fill up inside you. Then, you release, the tension in your body draining. You fall to your knees, palms against the bars of the Grate, gripping onto them. The abyss below you is ever closer, now, almost trying to pull you through the bars, pull you down below.
But all that remains is strength. You have done what you have been told. As you gaze down into the abyss, you finally hear it. The Grate. It speaks to you.
But you do not hear it. You can tell it has spoken, you heard it speak, but it only existed in your mind, fleetingly. It is gone. It spoke the words to you, but its voice is not present, you cannot even  begin to think of what it sounded like. All you remember is what it said.
"Drink of Iron, and it shall be you."
You turn your gaze up. The ram holds a small vial in her hands, the cork removed. The vial is full of a writhing, silvery liquid, squirming as if it were alive. She lowers herself to one knee, grabbing your face with her other hand. Her thumb slips into your mouth, pulling it open as she raises the vial to your lips.
You cannot stop her. You shan't, it is what the Iron Grate ordered of you, but you simply sit there, clinging to the bars of the grate as the liquid is poured into your mouth, the woman holding your jaw agape to be sure you imbibe every last drop.
The liquid tastes cold. Any actual taste it has is obscured by unceasing chill as it slithers its way down your throat, settling in the pit of your stomach, filling your body with a frigid shudder, before it vanishes, and you are left with the now tame chill of the Grate beneath you.
The ram rises, pulling her thumb out of your mouth as she offers that hand to you, helping you to your feet. Your knees wobble and bow, your constitution not having returned to you fully, but the ram has an air of appreciation to her now. It almost seems like she's proud of you.
"You are one of us. You are iron." She takes your hand in both of hers, giving a sharp nod. 
"I am Heide. May you never know what lies beneath the Grate."
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Mmmmmm thinking about Nine the fox walking around with his two bodyguards (Alpha Grim Sonic and Chaos Sonic) again
The fox and his most devoted halberds who are also possessive bitches
No but like but like I need you to understand
Chaos Sonic who was originally revived to take Sonic's place, to fill the hole in a frienship Nine came to believe as fake, and yet clearly held onto so dearly. Chaos Sonic, who was supposed to be the same as before, except made to be Nine's devoted best friend who would never betray him.
Alpha Grim Sonic who Nine reportedly modeled after the hedgehog he (foolishly) thought of as a friend. A robot copy of Sonic who would not talk back, who would not think, who was only made to serve and protect Nine.
Chaos Sonic, whose time spent with Nine turned programmed allegiance and care into some form of love (obsession and possessiveness)
Alpha Grim Sonic, who was not supposed to think and feel. And yet, with time spent serving Nine and opposing Shadow, he begins to feel and to think (a budding soul forming within his metal frame and existing beyond his programming). A robot created to protect and serve, whose feelings for his creator and master begin to grow over time.
When did his internal drive shift from playing the role of Nine's best friend? When did he begin to resent Sonic for what he did to Nine? When did he begin to want to see Nine happy and safe and accomplished (rather than just simply alive and able to complete his goals)? When did he begin to crave Nine's attention and to make him stop thinking about Sonic?
Wasn't he programmed to be no more than an unfeeling robot, a set of algorithms designed to allow him to fight, protect, serve, and strategize only as needed? Why does he want to hurt Shadow so much (is it really just out of the drive to protect Nine, or is it to make the hedgehog pay?)? He'd follow Nine's orders to the ends of the earth, but why does he worry about Nine when they’re separated? Why has he started to covet Nine's smiles and bouts of happiness? Why does he feel annoyance when Nine converses with Chaos Sonic like he's also not there? Why is he starting to understand why Chaos Sonic resents Sonic, beyond the fact that Chaos Sonic has always fancied replacing him? Alpha Grim Sonic has never wanted to replace the real thing, never understood why Chaos Sonic would, but he's starting to understand jealousy (in the way one begins to feel things they cannot put words to).
Chaos Sonic would tell you it's because he and Nine are best friends. Alpha Grim Sonic would tell you that it's because Nine is his master. Yet, deep down, the two have begun to want to be useful and important to Nine. They want to protect him and see his goals through past any loyalty programming. It does not matter whether such an outcome was inevitable or not (based upon their programming or the holes Nine made them fill in his life), only that they believe that they'd choose this even if Nine tried to let them go.
And Nine... Nine who creates distance between himself and the two robots almost instinctively, as if he's trying not to grow attached (ironic, given the roles he placed the two in, the holes in his life he made them fill after he believed that Sonic had backstabbed him). And yet, just as much as he insists that Alpha Grim Sonic is cold and unfeeling and programmed to serve or that Chaos Sonic is just like that (given the personality programmed into him and his similarities to Sonic) and was programmed to follow orders, he finds himself beginning to value the two as more. He should see them as tools, he tries to think of them as tools. And, yet, over time, the two become irreplaceable agents of his will. He can’t allow himself to believe they really care about them, but he wants them to know that he likes having them around, that no other robot can fill the roles he programmed them for, and no real mobian could be as effective as them (even if it's embarrassing to admit). They become...a comforting presence, especially when he's stuck in the Grim post canon, practically alone, closed off from being able to see Sonic again
Do you get me do you get me?
#sonic prime#sonic the hedgehog#miles nine prower#nine sonic prime#nine the fox#chaos sonic#alpha grim sonic#chanine#nine x alpha Grim sonic#alpha grim sonic x nine#nine x grim sonic#grim sonic x nine#chaos sonic x nine#nine x chaos sonic#crystalbondshipping#crystalbond#For now that's my on the spot Alpha Grim Sonic/Nine ship name#i just be ramblin#Gaaaaah I'm just lowkey obsessed with these relationships that only exist in my head#What's more delicious is that none of these three really know much about love (and Nine and Chaos Sonic barely have a leg up in having some#sort of understanding of best friendship)#So all three of them just have complicated feelings regarding each other. All the robots know is that they want Nine to be happy and healthy#and safe‚ all Nine knows is that he doesn’t want to see them destroyed#‚ and while Nine is coming to terms with wanting those two at his side always‚ the other two know they just want to be beside Nine as long#as they live#And by god the ways Alpha Grim Sonic and Chaos Sonic mirror and foil each other gets me‚ even down to their design differences and the way#Chaos Sonic was intended to be like Sonic‚ while Alpha Grim was intended to be without personality and feeling#Or even just the way that Chaos Sonic and Alpha Grim resent and have a thing for fighting Sonic and Shadow respectively#But just as much as there's fun in Nine embracing his devoted robots (power thruple)‚ there's inherent tragedy in those two being unable to#escape or surpass Nine's memory and feeling for Sonic the Hedgehog
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yuckydraws · 1 year
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To Undertale, underswap and Underfell pap!
What is your 'special attack' and is there anything else you guys can do with your magic you guys are pretty great with it! :3
All of these guys have different sets of magical abilities. Some are shared, seeing as they are different versions of the same person, but they have abilities and weapons they can summon unique to them as well! All of their "special attacks" would technically be their Gaster Blasters, though each of their blasters are a reflection of them, their magic and their fighting styles!
So, with that background covered, now to answer your question!
Papyrus:
- Gravity Manipulation (on himself & others) - Enhanced Stamina - Special Ability: Bullet Hell. He can summon endless waves of bone attacks - though, he's trained hard to have careful control over this, seeing as he doesn't actually want to hurt anyone. - Special attack: Gaster Blaster - They're more on the slender side, reflecting his stature, and while bigger than Sans', they aren't huge. He can summon around 8 at a time, and their blasts can be described more like a laser (which is ironic, given his hate of laser puzzles in Hotland). - Special Weapon: Shield
Bee:
- Teleportation - Gravity Manipulation - Judgement abilities - Special Ability: Lie Detecting - Special Attack: Gaster Blaster - He can summon around 3 at a time. They're slender and the smallest of the Papyri blasters, reflecting his status as the smallest Papyrus. They have a powerful, laser-like beam. - Special Weapon: Bow & Arrow - though, he rarely summons it.
Boss:
- Gravity manipulation (on himself & others) - Enhanced Stamina - Special Ability: Enhanced healing. He has a higher capacity for healing and can heal much quicker than the others. It's not something he talks about or shows off, though, seeing as kindness was a weakness in his underground. - Special Attack: Gaster Blaster - Slender, but on the larger side. He can summon around 4 at a time, however he tends to only summon one or two in battle -giving up numbers in lieu of having better control over their blasts. They're blasts are laser-like, but can have multiple beams per blast with a scary accuracy. - Special Weapon: Halberd
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immediatebreakfast · 5 months
Text
"The Compliant Golden-Hooped Rod. Weight: thirteen thousand five hundred pounds."
And here it is! The most iconic weapon of Journey to the West! Sun Wukong's weight and length shifting magical rod!
I didn't know the details like the golden hoops on both ends, or that it was made of iron, but nonetheless it is a very fitting weapon for Sun Wukong, and for his building style in combat.
He learned shapeshifting, the taoist arts of transformation, and the cloud somersault, all of these point to a fighting style very reliant on quick thinking, and flexibility. Sun Wukong needs to be fast, flexible, and have the element of surprise to win his upcoming (I feel in my heart these are coming very soon) battles. So he needed a weapon that reflected that, not something that could hinder his movements like the scimitar, or something that can only do most damage with one end like the fork or the halberd.
What Sun Wukong needed was something that could server as an extra limb for his body, something that he could use with his transformations on the go, and most importantly; according to his words, something that had sufficient weight.
And what is more fitting for a monkey than a heavy stick to hit people with?
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