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#character: hand of the inheritor
spyridonya · 1 year
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Kadira and the Hand of the Inheritor! 👀 I know she views him as a mentor, I'm still very curious - or for that very reason.
Send me an OC + an alternate love interest for them and I’ll tell you what I think of the idea
This. This is my super indulgent OTP. I forced them to be mentor and mentee with a touch of 'Kadee sees him as a Friend :D' to keep me from thinking too much about it. But? Now I can.
I think a romance could be possible, but not within the game's framing. Kadira places the Hand on a high pedestal and doesn't feel worthy enough for anything like that until Act 4.
However, the Hand finds Kadira… far different from the champions and hosts he's allied himself with prior. The General of Vengeance is not a soft Lord, there's no compassion in his righteousness despite wanting the greater good. While Iomedae is far more gentle in comparison, she is a war goddess and one of valor and gives little compassion.
And then there's Kadira, who is infused with compassion. She's protective and 'passive' in her righteousness. It's fascinating. He doubts just a little because she's so fragile. Obviously, that's why he's there to help her! She goes to him often, talks to him often, and has so many questions. It never occurs to him to ask the tiny tiefling questions. She's sweet, lovely, and foolish in her own way in the Hand's eyes. He hates the idea this Crusade is thrust upon her, even if she does handle such a task marvelously. Kadira basks in his genuine admiration of her, not so much as minding his condensation as knowing he's an Outsider and she's... a little odd.
In Ac4 4, they're both knocked off her pedestal and the Hand is knocked off his. Kadira forgives him, far quicker than he forgives himself, but she doesn't seem the same way again. He's flawed, just like anyone else. He was never too good for her. Not that should matter! Not at all.
Goatboy kidnaps him and she holds her righteous fury in check. She knows exactly that Baphomet is smarter than he and will never come out to play again without casting powerful spells. And how will that help the Hand? Her fury comes later, after the game.
In canon, forgiving the Hand means he returns with an untroubled soul. In this self indulgence, the Hand is awed that Kadira has given him compassion and he questions on what it means to be good. He knows that Ragithel would have slaughtered him, he knows that Iomedae left him for the greater good. But Kadira did not, after all his doubts and frankly, his unspoken condensation.
He doesn't return as Iomedae's hand because he realizes he still needs to figure out the nature of good and his narrow views.
It's after the world wound is closed that a unarmored Hand visits Kadira as she tries to figure out what to do with the remains of Sarkoris, sincerely offering help, and she accepts his help. They're equals. They see each other as real and true and not the ideal.
But the affection they had for one another during the crusade makes remarkable seeds that grow strong and true. It takes a while for them to realize they're in love, but isn't love the most remarkable thing about goodness?
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pumpkincalico · 2 years
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a sketch of what i think the hand of the inheritor looks like under his armor! hes such a cool character! i love you plz come back 
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starleska · 1 year
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i think ‘Big’ Jack Horner is Disney, and here’s why
many of us have had the pleasure of seeing the incredible Puss in Boots: The Last Wish by now, and were blown away by its clever writing, enchanting animation and emotional character arcs. yet there is one character who booted the trend of having a reason for his behaviour, and outright refused to experience any growth whatsoever.
let’s talk about ‘Big’ Jack Horner, and why i think he’s supposed to represent Disney:
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‘Big’ Jack Horner isn’t just an antagonist in The Last Wish - he’s a villain. a self-obsessed, exploitative, murderous, petty, cruel bastard of a man whose awful behaviour isn’t just motivated by personal slights or childhood trauma: he sincerely enjoys hurting other people. whether it’s cheating his goons (’The Serpent Sisters’) out of a fair payment for their services or being excited about shooting a puppy in the face, there’s no denying that Jack delights in causing others pain and suffering. but what does he have to do with Disney?
let’s answer that question with another question: do you think that Jack, when placed next to the other antagonists - Goldi, The Three Bears, even Death - sticks out like a sore, plum-coloured thumb?
of course he does! but why? well, let’s look at Jack on a surface level. Jack is a monolith of a human being. not only is he physically huge and intimidating, he is the inheritor of an enormous pastry fortune and operates in the manner of a mob boss, with countless resources and a whole variety of powerful magical items at his disposal. indeed, Jack employs a crack team of bakers/assassins called ‘The Baker’s Dozen’ to carry out many of his tasks. although Jack does harm others himself, it is because of these resources - including the people who work for him - that he is able to bypass many of the obstacles faced by our protagonists in an honest and character-developing way (e.g., the Pocket Full O’Posies in The Dark Forest). Jack doesn’t need to have a character arc the way the other characters do, because he is so wealthy and owns so much.
but Jack’s reason for owning so much and being obsessed with magic and magical items isn’t through intellectual curiosity, or a traumatic backstory where he needed to learn how to wield magic. do you know what Jack’s covert motivation for owning all of the magic in the world is?
it’s money.
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when we get the flashback of Jack’s childhood, dancing for the entertainment of an audience using his nursery rhyme, we see him becoming jealous of Pinocchio - and we see Gepetto in the back, absolutely raking in the cash. if we consider this flashback as that crucial moment within which Jack decided to become what he is today - and the presence of our off-brand Jiminy Cricket inclines us to think so - then we can understand that Jack decided that from that moment forward, he would own all of the magic. 
let’s go back to The Baker’s Dozen for a moment. this team of highly-competent, multidisciplinary artisans do everything for Jack, whether it’s baking the pies which make him rich, or laying down their lives at his service. we aren’t given an in-universe reason for why they do this. yes, Jack is feared, but he is still the subject of mockery due to his humble beginnings as a nursery rhyme character. it certainly isn’t due to being treated or paid well. however, if we view the Baker’s Dozen as a metaphor for overworked, exploited artists whose views are routinely dismissed by the money-hungry, powerful corporation who owns their craft...things start to add up, don’t they? considering historic allegations of worker abuse at the hands of Disney, having Jack Horner literally step on their spines and encourage them to flex takes on a whole different meaning. 
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it doesn’t end there. do you recognise the items that Jack pulls out of his Mary Poppins bag when his Baker’s Dozen are being destroyed by the Pocket Full O’Posies - the items that he calls ‘the big guns’? it’s the broomstick from Fantasia, the spinning wheel from Sleeping Beauty, the size snacks from Alice in Wonderland, and a knock-off Jiminy Cricket from Pinocchio - all references to some of Disney’s earliest and most famous films.
still don’t believe me? well, let’s recap more of the items Jack has in his repertoire:
a hook-hand (referencing Captain Hook in Peter Pan)
a trident (referencing King Triton in The Little Mermaid)
poison apple bombs (referencing The Evil Queen in Snow White)
a glass slipper (again referencing Cinderella)
remember what happens when the knock-off Jiminy Cricket (interesting that there are so many Pinocchio references specifically, huh?) is horrified that Jack is losing so many men? Jack says he isn’t worried about losing the manpower, because he has a bottomless bag full of magical weapons. Jack literally gets his power off of the backs of his workers. sounds a lot like a big company justifying worker layoffs and exploitation because they have so many properties and are too big to fail, doesn’t it? 
hell, Jack doesn’t even know what half of these items do! when he’s using the unicorn horns as ammo, he is surprised that they cause people to explode in a shower of confetti. viewing Jack through this lens, it’s difficult not to think about enormous corporations gobbling up properties and churning out content with little to no regard for their artists (looking back at The Baker’s Dozen - some of whom do perish in the fight with the unicorn horns) or what the properties are about. we haven’t even touched on Jack coveting the Wishing Star, a recurring motif in countless Disney movies as representing magic, dreams, and boundless creativity. 
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now, i hear you saying, ‘but Star! why would DreamWorks bother writing their bad guy as a metaphor for Disney?’ believe it or not, this isn’t the first time that DreamWorks have done this. in case you didn’t know, Lord Farquaad is a caricature of Michael Eisner, former chairman and CEO of The Walt Disney Company. the production of Shrek was actually quite troubled; animators who were perceived as having failed on other projects were ‘Shreked’, or sent to work on Shrek, instead of working on other (presumed to be more lucrative) films. of course, DreamWorks was co-founded by previous Disney CEO Jeffrey Katzenberg, hence the animosity towards Disney and its works evident in the Shrek franchise. this is what formed the story of Shrek: an ugly, crude outsider character taking on the clean-cut moralising of a dictator hell-bent on a so-called ‘perfect’ world, all created against the creative backdrop of a painful separation from Disney and a great deal of pent-up rage. 
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the irreverent, crass and sometimes adult humour of Shrek was a middle finger to Disney’s high-censorship control on animation. this is why Lord Farquaad (which you may have noticed sounds a bit like ‘Fuckwad’) is so obsessed with Duloc being ‘perfect’, and why he couldn’t stand the freedom of the fairy tale creatures who are the heroes of the first Shrek movie.
in fact, this kind of meta-commentary permeates the Shrek franchise: 
The Fairy Godmother from Shrek 2, despite being a fairy tale creature herself, is highly prejudiced against characters who break out of their perceived social norms: i.e., Shrek marrying Princess Fiona and getting his Happily Ever After. she is an expansion of the control left over by Lord Farquaad, and rich because of her monopolisation of fairy tale creatures and their stories. 
Prince Charming in Shrek the Third fails miserably to capitalise on these themes, but we’ll get back to him! 
Rumpelstiltskin from Shrek Forever After tackles the gluttony of franchise reboots, and how soulless and rooted in corporate greed attempts to reboot often are. whilst not necessarily Disney-specific, Shrek Forever After follows the box office bomb that was Shrek the Third: a movie which noticeably fails to write a compelling narrative approaching any of the themes of the previous two films. the writers learned from their mistakes and wrote a movie which satirised their own selling-out of the franchise, becoming hollow and unnecessary and ‘perfect’ - the very thing they were making fun of in the earlier Shrek films.
there is one more area i’d like to touch on: Jack Horner’s source material. we know that Little Jack Horner is quite obscure: an 18th-century English nursery rhyme involving a boy who pulls a plum out of a pie with his thumb, and congratulates himself for his fortitude. but did you know that from its earliest conception, Little Jack Horner was associated with foolishness and dishonesty?
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it’s true: the simple yet inexplicable nature of the poem was lambasted for being infantile, and quickly became the subject of revision, moralisation, and even political satire. it is no mistake that to ‘be under one’s thumb’ (as many of the characters in The Last Wish are to Jack, both literally and figuratively) means to be under one’s decisive control. the choice of Jack Horner for the villain of The Last Wish is a clever one, because we could easily have ended up with a sympathetic Jack, whose ostracisation as ‘not even a fairy tale’ may have led to a justifiable motive, even for his specific brand of cruelty. but instead, the writers of The Last Wish have gone one step further; they’ve transformed a source affiliated with idiocy and deception into a metaphor for a global multimedia conglomerate...all while portraying him as simultaneously terrifying, powerful, and ridiculous. 
it has been over a decade since Shrek Forever After was released, and Disney has changed dramatically in that time. a global giant, Disney now owns more enormous money-making properties than ever thought possible, and consistently capitalises on nostalgia for its early properties to make more money and accumulate power. since breaking out of its exclusive licensing agreement with Disney in 2016, DreamWorks has had no official connection to Disney, making the ground for mockery and satirisation of the company which spawned the studio all the more fertile. ‘Big’ Jack Horner is not just a glamorous return to form for the dreadful, unapologetically evil villain which Disney has eschewed in modern times - he’s a hulking, egocentric monster whose avarice rivals that only of the corporation he’s inspired by. 
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and those are my thoughts on ‘Big’ Jack Horner! of course this is by no means the definitive interpretation - we should all just have fun with the movie and come up with whatever theories we like 🥰💖 i’d love to hear your thoughts on him and The Last Wish in general - he’s definitely one of my favourite bad guys to be released in the past few years!
thanks so much for reading, and have yourselves a wonderful day 🥰
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stealingyourbones · 3 months
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What suggestions would you have for cool, lesser known DC characters I could write a crossover fic with.
Preferably not Gotham-based characters because as much as I love them I need a break and I want to try something new. I know you mentioned Animal Man in another post. Does he have a solo run I can look up or is he usually in group comics/a side character in somebody else’s comics?
(I am deliberately baiting you to info-dump to me about any DC characters you want and I will write a fic with them so go nuts.)
Sadly at this current moment I can’t infodump nearly as much as I’d want to because my carpal tunnel is being a lil bitch but I can give synopses:
Animal Man- Buddy Baker, a typical suburban dad who also happens to be a hero that can use abilities based on any nearby animal (including bacteria?). He is powered by The Red which is the animal version of The Green (Plant Life). The Red is less the concept of all animals but more the concept that all animals are meat. his comics are either a beautifully terrifying body horror gore fest or a 4th wall breaking mind bending creation. No in between. Having Animal Man fight the Lunch Lady and realize she’s fundamentally a different being and not of The Red would be crazy awesome.
Booster Gold or Ted Kord: Booster Gold is a Time Cop who got his job from stealing shit from the Hall of Justice Museum and heading to the Age of Heroes to fund enough money and fame to pay for his mothers cancer treatment. He could be used in Clockwork related fics a lot and he’s also equally as much as a dumbass as Danny.
Blue Beetle also known as Ted Kord, is basically in the same package deal as Booster. Ted Kord, Late owner of Kord Industries, ja a brilliant master of technology and has stuff from a massive beetle ship to a gun. He’s best friends with Booster and their bromance could be fun if you want Danny to have two partially functional adult mentors.
Wally West. The second and fastest flash. A he’s the most go with the flow dude I’ve seen in recent comics, including dealing with an inter dimensional WWE esque fight where he fights alongside Space Hulk Hogan, and has a wonderful Wife, Linda West, and (sometimes) twin kiddos. The Flash’s entire sthick is family. They’re more family centered than the Fast and Furious movies for god sake. Having Danny find a new home in any speedsters home would be incredible.
The Spectre: the embodiment of Gods Wrath. I would go on far too long of a rant remind me to do one later but for now all I’m saying is that it would be sick as fuck for The Spectre to kill Vlad for the horrible things he’s done.
Green Arrow or in general Star City: Oliver Queen, inheritor of Queen Industries is a dude who got trauma after a boat sank and some island thing (tbh I don’t know his backstory off the top of my head), but he’s a very quippy and hilarious guy who’s jokes would mesh pretty nicely with Danny’s humor and in general he’s underutilized in both dpxdc and DC so it’d be nice to see that change :)
Ok hands are getting angry but I hope that’s a fun starting example list for ya!! :D
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what they´re into
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✢ characters: Donquixote Brothers + Law
✢ warnings: nsfw, various kinks (read at your own advise)
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Donquixote Doflamingo
Domination: It´s not surprising that Doflaming sees himself as something higher than most, born with a certain privilege in regard to others. Combine this with his difficult childhood and the constant fight for recognition of his status by others, and you have the perfect superiority complex. Expectedly this results in his need to dominate his partners to no avail. There will be times he´ll let them take the lead, but not without a guiding grip, always making sure he pulls all the strings in the end.
Bondage: As the inheritor of the Ito Ito no Mi it´s a natural for Doffy to see his enemies bound up in front of him. Unsurprisingly this habit would lead to him developing a liking, to see them on his lover as well, forcing them into whatever position he wants them.
Power Play: You can´t convince me that this guy doesn’t´ get off from having the upper hand over his lover, all tied up for him oh so perfectly snug in his endless strings, making them moan and wince in pleasure or pain as he wishes. This thought alone can keep this guy going on for hours.
Sadism/Masochism: Doffy loves to inflict pain on others. It doesn´t matter if they’re his enemy or lover. Will gladly spank or hit you. If you´re up for it, that is, because different to the fate that awaits most of his enemies, Doffy will have mercy on you when you say so. He´s not a monster after all, right?
Cockwarming: As the king of Dressrosa, Doflamingo has many appointments to attend to. Nevertheless, he´s not one to neglect his duties as your lover. Which is why you´ll end up on his lap from time to time during a meeting, his large cock stuffed deep inside you, keeping you locked in place with a firm and reprimanding grip on your hips, as not to alert the other meeting members. He has to keep up an image after all.
Size Difference: I think this one just comes naturally with his size. He is over 7 feet tall after all, making most if not all of his partners smaller than him. Prepare for the worst if you still can take him whole. This man won´t let go of you.
Exhibitionism: Even though Doffy has a certain pride to uphold as King, the thought of railing you on his throne and the possibility of someone of his dear family entering the room unannounced makes him stupidly hard. He already has his cock inside you during meetings, so why not spice things up even more?
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Donquixote Rosinante
Switch: This man is the personification of a tall giant. And as much as he loves to take the lead and show you his love with all the strength he can muster, he´ll also gladly let you take the lead, showing him who he belongs to.
Body Worshiping: Will worship your body, telling you constantly how much he loves every single part while peppering kisses all over you. Don´t ask him to stop with this, because it´ll spur him on, even more, to show you how beautiful you are to him.
Impregnation: Though he would never tell you directly, Rosinante loves the idea of knocking you up for good. He´s totally ashamed about it himself, living the dangerous life he has as a double agent, but after caring for Law and seeing you two interact so happily, he can´t get the thought of expanding your little family some more out of his head.
Lactation: This binds straight to his Impregnation kink. If he knocks you up for good, he´ll literally be at your side 24/7, always trying his best to protect and help you. Due to this, he´ll notice the changes of your body attentively, especially you´re growing breasts, giving them some pretty obvious side glances, the more time passes on, but always reprimanding himself for his dirty thoughts. The first time you´ll leak, there will be no hiding, though, because he´ll be rock hard, trying his best not to latch onto them. If you´ll let him though…oh boy. This man will be in heaven.
Size Difference: Like his brother, Rosi is a big guy, making him taller than most potential partners. He´s absolutely into it though, gladly hoisting you up on his muscular arms either in an act of pure affection or while railing you into the next wall. Loves seeing you take him whole, but if you can´t he´ll praise you nonetheless for how well you take him for your size.
Humiliation: You can´t convince me that he wouldn´t get off if you teased him about his clumsiness. He can´t tell exactly, why, but hearing you slyly commenting on his habit of slipping up and being a total lost cause without you, brings some very deep hidden urges out of him.
Outdoor: As the user of the Nagi Nagi no Mi, he loves to use his power to close off all space from his and his lover's most passionate moments. Inside as well as outside, that is. And if he´s honest, he´ll probably favor the latter, not because of the danger of getting caught, but the absolute trust you lay in him and his ability to extinguish all noises you two make while getting it on.
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Trafalgar D. Law
Medical Play: As a doctor, this one comes naturally with Law. He´d always been the weird kid, so this kink was never one he felt too awkward about, though he absolutely understands if you´re not up for it. Will think that it´s a shame though because he would love to fuck you on his operation table or even use his Ope Ope no Mi on you, to bring you a completely new level of pleasure.
Sensory Deprivation: Loves seeing his partner blindfolded or deprived of their senses in some other way, relishing in the way they´re other senses are keener than before. If he trusts his partner a lot, he also doesn´t mind being deprived of them himself, letting himself loose for once in his life
Role Play: Another perk that comes with him being a doctor. If you´re not up for some doctor games though, he´ll gladly engage in other Role Play that involves authority positions with you.
Electrostimulation: Developed this kink after he developed Counter Shock as an Attack. Would love to send low electric shocks through his partner if they get something out of it, trying to look, at how much they could handle.
Shibari: Loves to tie him and his partner up prettily in red silky velvet ropes. He´s very good with his hands (he sews his own clothes after all), making him bind even the most difficult knots with ease.
Body Decorations: This guy is covered in tattoos and piercings, so I can´t see why he wouldn´t like them on his partner. Will appreciate them accordingly if they´re done properly. If you compliment him on his own, he´ll be very happy but totally embarrassed, just retorting a muffled “Shut up”. So be prepared.
Handcuffs: Doesn´t matter if they´re on his partner or himself and you can´t convive me otherwise. (I mean, did you see handcuffed Law on Wano?!)  
Brat Taming: We all know our dear doctor has an awfully bratty attitude. If you´re up for it, he´ll challenge you to tame it. He´s quite a mouthful at the beginning, but I assure you, that he´ll be a moaning mess at the time you´re done with him
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amateurvoltaire · 3 months
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When you get publicly slapped by 4 surrealist poets because you insulted a guy's historical crush
(translation and context under the cut)
Gallantly Defending Robespierre’s Honour
In the conservative daily paper, Le Gaulois, on March 3, 1923, the journalist and man of letters, Wieland Mayr, expressed his pleasure: there would not be, he wrote, a "vile apotheosis" for "that holy scoundrel" Robespierre. On the other hand, Mathiez had the Surrealists with him. Following the article in Le Gaulois, Robert Desnos (1), accompanied by Paul Éluard (2), Max Ernst (3), and André Breton (4), summoned Mayr in a café and publicly slapped him for insulting the memory of "the Incorruptible."
Why did Mayr get Slapped?
In short: studying history in the 1920s was a messy business, especially when it came to the French Revolution….
To explain why Mayr ended up getting slapped, please allow me to briefly dive into the French Revolution's historiography during the late 19th and early 20th centuries. Keep in mind, that this is a grossly oversimplified version.
Before 1848, it was pretty standard for French republicans to proudly see themselves as inheritors of Robespierre’s legacy. (If you’ve ever wondered why in Les Misérables, Enjolras’ character is very much channeling Robespierre and Saint-Just, here’s your answer!) However, things start to change with the Second Republic.
In 1847, Jules Michelet brought back the negative portrayal of Robespierre as a tyrannical "priest" and leader of a new cult. This narrative helped fuel an increasing dislike for Robespierre, with radicals like Auguste Blanqui arguing that the real revolutionaries were the atheistic Hébertists, not the Robespierrists.
Jump to the Third Republic, and the negative sentiment towards Robespierre was only getting stronger, driven by voices like Hippolyte Taine, who painted Robespierre as a mediocre figure, overwhelmed by his role. This trend was politically motivated, aiming to reshape the Revolution's legacy to align with the Third Republic's secular values. Obviously, Robespierre, the "fanatic pontiff" of the Supreme Being, didn’t quite fit this revised narrative and was made out to be the villain. Alphonse Aulard (a historian willing to stretch the truth to make his point) continued pushing Danton as the face of secular republicanism. Albert Mathiez, one of Aulard’s students, was not having any of it and strongly disagreed with his mentor’s approach.
The general disdain for Robespierre began to shift after World War I. One reason was that people could better appreciate the actions of the Revolutionary Government after experiencing the repression during the war themselves. Albert Mathiez and his colleagues were actively working to change Robespierre's tarnished image. With tensions high, it's no wonder Mayr ended up being publicly slapped by a bunch of poets who were defending the Incorruptible's honour!
Notes
Robert Desnos (1900-1945) was a French poet deeply associated with the Surrealist movement, known for his revolutionary contributions to both poetry and resistance during World War II.
Paul Éluard (1895-1952) was a French poet and one of the founding members of the Surrealist movement, celebrated for his lyrical and passionate writings on love and liberty.
Max Ernst (1891-1976) was a German painter, sculptor, graphic artist, and poet, a pioneering figure in the Dada and Surrealist movements known for his inventive use of collage and exploration of the unconscious.
André Breton (1896-1966) was a French writer, poet, and anti-fascist, best known as the principal founder and leading theorist of Surrealism, promoting the liberation of the human mind.
Source: The text in the picture comes from Robespierre and the Social Republic by Albert Mathiez
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theresattrpgforthat · 2 months
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do you have any suggestions for games which focus around politics and intrigue? I'm only really familiar with Court of Blades
THEME: Intrigue
Hello friend, so I’ve already got one post about Court Intrigue, as well as one about Political and Social Drama, so I definitely recommend checking those out! Here’s a few more for your consideration.
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Human Ambassadors, by FUNONE Games.
Every player gets to play as an expert who has been selected to facilitate first contact with newly arrived aliens.  You can count on some miscommunications.
They have requested that your group put on six events to educate them about the people of earth.  You might puzzle over their feedback.  In the end your group will have a big decision to make that will affect the future of humanity.
This is partially a diplomacy game, and partially just a really goofy time. You can only kind of understand what your new alien friends treasure and value, and you have to use that information to plan a number of events. At the end of each event, you roll to randomly determine the alien’s reaction, so this is definitely a game where you are trying to please an entity that has much more knowledge and power than you do.
Princely, by Michelle Jones.
The lord of the realm has announced that it is time for his eldest daughter to be married. He is holding a ball at his estate to determine the most eligible suitor to become her husband. Princes, knights, and noble sons from across the world will be in attendance, and you will be among them. However, you have a secret. You are not a man. And if the lord discovers the truth, you will be forced to leave the ball before you ever have a chance to confess your love. 
Princely is a one-page RPG about courtly intrique, secret identities and queer love for any manageable number of players and one facilitator.
I don’t have a lot of information about this game, but my best guess is that it’s about navigating a royal ball and trying to pass off as a man in order to get close enough to the princess. Plenty of intrigue for sure!
Ruler’s Throne, by Gigglin’ Gryphon Games.
A Great Ruler has passed. An entire land is in mourning. And one of you is next in line for the title. If you can survive the night.
An ancient tradition calls for the greatest leaders in the lands to come together for one night of drunken celebration. Fierce generals. Heads of nations. Venerated royalty. You, the best, brightest, and richest in the lands will come, bringing the finest offerings for whomever shall next inherit the throne–and the finest deception to make certain it is you.
Using deceit, backstabbing, rumor, and a bevy of potent poisons, you must make it to the end of the night. Alive. Choose your friends carefully. And your enemies even more carefully. For only one shall claim…The Ruler’s Throne.
This is a game about poisoning your opponents, and your opponents are the other players around the table. Players use cards to contribute to a Chalice, using these cards as either actions, medicine, or poison. If you drink the Chalice and it’s full of poison, you die - but don’t worry, there’s plenty of mischief for ghosts to get up to, and you could possibly even come back to life! The last person living is the winner.
Interregnum, by vortiwife.
Interregnum is a playing card-based tabletop game of ambition and ruin set against a backdrop of backstabbing and corporate intrigue. 
As the Inheritors to a vast Empire, the players must navigate a world of cutthroat politics, forge temporary alliances with their power-hungry rivals, and attempt to destroy those same rivals before they get the idea first.
Sell your soul in a doomed bid for power. Shake hands with your rivals while plotting their demise.
Interregnum involves a deck of playing cards, used as blackjack hands to determine which of your characters takes the least amount of ruin during a round of political maneuvering. An inheritor who collects too much ruin must either leave the table or make a deal with the devil, aligning with whatever Threat is facing the group as a whole in order to save their own skin.
This is a game of corruption, backstabbing, and ultimately downfall. If you want a game about scheming and karma coming to give you what you deserve in the end, this might be the game for you.
Gilded City Treaties, by Thomas.
A two-to-three player roleplaying game where you are diplomats trying to negotiate in your favour with the representative of Jasper Oro, the man who controls the Gilded City.
Jasper Oro is a powerful, powerful man, and you need his favor in order to write a treaty that benefits you and your people. If you play with two players, you can either play as Jasper and one diplomat, or both can play as diplomats, while Jasper’s responses are determined through dice rolls. If yo play as three players, one person is Jasper, and the other two are the entreating diplomats.
There’s not a lot of rules here - I’m expecting this game to be a light framework for extensive roleplay, and over in a single session.
Secrets and Sabotage, by SassWrites.
Want a murder mystery evening? Or a bitchy prom night with mean girls? How about a diplomatic affair with spies and assassins, or a fey court full of intrigue?
Play all these games and more with this system of secrets and clues.
This is a game or game module, so you could play it solo, or you could use it to replicate a battle of wit and reputation in another game of your choice. This game is also setting-agnostic, so you could have it take place in a high school, a space barony, or a noble castle. Over the course of the game, your characters will let slip their secrets, but attempt to reveal all of their rival’s secrets before their own dirty laundry comes to light. The goal is to culminate in a final round where all of the characters are making loud accusations, pointing fingers, and causing general chaos. I’d love to see what kind of fallout might ensue in the session following this game!
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doumadono · 6 months
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I'm curious about your little poems, they are really interesting! My request is sweet fluff (I don't wanna use provided prompts) and as of character, please do it with maybe Midoriya
SHONEN SONNETS
In the city of heroes, where shadows unfold, Midoriya stands, a heart pure as gold. Bearer of One For All, strength in his core, A quirk of destiny, a legacy to explore.
Born in silence, in the quiet of the night, Yet destined for greatness, his future in sight. Midoriya, a name whispered in the wind, A hero's journey about to begin.
In shadows and echoes, his struggles began, No quirk to wield, just a dream and a plan. Yet, he stood tall, his spirit unbroken, A symphony of courage, a tale left unspoken.
The echoes of All Might, a symbol so grand, A power passed on, from hand to hand. Midoriya, the inheritor of One For All, A beacon of hope, standing proud and tall.
Through battles and trials, his mettle was tested, Each obstacle faced, every challenge bested. Through victories and losses, his story unfolds, In the heart of heroism, where destiny molds.
In emerald eyes, determination glows, A silent promise of a hero who grows. From quirkless whispers to a mighty roar, Midoriya rises, an ever-burning core.
In the tapestry of struggles and strife, Midoriya carved a hero's life. From humble beginnings, he soared on high, A verdant comet streaking the sky.
So, let the stars above bear witness to his story, Midoriya, OFA's heir, in the glow of glory. In the tapestry of fate, where destinies twine, He stands as a beacon, a symbol divine.
Midoriya's story, an anthem of will, A cascade of emotions and a hero's skill. In the tapestry of heroes, he's woven with grace, Izuku Midoriya, a legend to embrace.
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icarusignite · 6 months
Text
These Violent Delights Masterlist
Chapter 1: Marigolds and Mayhem Chapter 2: In the Absence of God
Ao3 | Wattpad
Synopsis:
Artemis Highbottom remembers a life before the opulent embrace of the Capitol's glittering splendour. She remembers a hunger so deep it hollowed out her soul, a memory etched in the marrow of her bones. Those nights never appear during her waking hours and sometimes she thinks she might have imagined it all. Being Casca Highbottom's daughter affords her a life of privilege and scorn, but only Artemis knows that there is more to her than meets the eye and she will do anything at all, morals be damned, to make sure she does not end up in that place that haunts her dreams, that place of aching emptiness and rot. 
She embodies poise and unyielding discipline, standing as a paragon of excellence that stokes the fires of envy within her classmate and rival, Coriolanus Snow. As the unyielding zenith of the Academy, Artemis's ascent sparks a festering resentment in Snow, magnified when she's entrusted with mentoring the female tribute from District 2—a role that slices through Snow's pride as he faces the humiliating task of guiding the runt of the litter. Their destinies intertwine in a labyrinthine game of high stakes and calculated gambits. Each mentor, burdened with their own ambitions and stakes, grapples with the weight of necessity, teetering precariously on the razor's edge of moral compromise, balancing strategy and sacrifice to ensure their tribute emerges victorious. 
Within the stony confines of District 2, Diana Lazarus is an anomaly—a soul tethered to gentleness in a world forged by strife. The reaping's cruel hand, indifferent to her aversion to violence, seizes her fate and thrusts her toward the harrowing jaws of the Hunger Games. Yet, fate twists further in cruel irony as her sister, the embodiment of valour and sacrifice, steps forth to volunteer in Diana's stead. Struggling against the bonds of loyalty and guilt, Diana refuses to betray, even as her sister is shipped off to the arena where she will forfeit her life. Determined not to be severed from her side, Diana forges her path to the gilded halls of the Capitol, anticipating the spectacle of the Games, only to collide with an unforeseen spectre from her past. Sejanus Plinth, a boy both loathed and longed for, now ensconced in luxury, stands as the mentor to her sister's adversary. As the games loom ahead, Diana grapples not only with survival amidst the Capitol's treacherous allure but also with the rekindling of emotions she thought buried in the depths of her soul.
Children are the inheritors of their father's sins, and as the 10th annual Hunger Games come to a close, the debt to be paid demands everything they hold dear.
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Characters:
Artemis Highbottom
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"You can justify anything if you do it poetically enough."
Coriolanus Snow
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"Snow lands on top."
Sejanus Plinth
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"I'm so guiltless, I'm choking on it."
Diana Lazarus
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"I am someone who did not die when I should have, and those around me have been paying the price for it ever since."
Melpomene "Mel" Lazarus
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"I have never been a saint, but I imagine I could be a martyr if they killed me quick enough."
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spyridonya · 1 year
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43 for the micro-story prompts?
Send me a number and I’ll write a micro story using the word or phrase - 43: undone (10 sentences)
Trigger Warnings: Body horror
I'm using the AP art to describe the Hand moreso than the video game. Mostly due to the fact it looks more horrific.
The eyes glare with rage from the shattered depths of the helmet, the corrupted creature on his knees and bones of once beautiful wings still flake ashes to the floor.
Kadira's gaze does not break from the Hand's gaze as she steadily approaches, knowing that if the ruined angel catches a second wind that she’s doomed - but she is not deterred. The angel’s heart is more gem than flesh as it pulses in her hands, only removed from her component pouch.
Between that moment of resolve and the crashing arc of the Hand's renewed vigor, the heart hums and vibrates, the heavy lud-lud releasing sparkling gold ichor over Kadira's hands - but the tiefling shows no fear and the heart knows where to go. It all but guides her hand and roots itself into the gaping chest wound and ribbons of withering flesh become alive and silver bright as the Hand begins to heal, welcoming what was lost back home.
The rattle cough that escapes the Hand causes Kadira to look up his face, the emotion of worry flashing over hers as she stands her ground while tendrils of silver light twine over the ruined angel's body in a moment that takes less than a second - the brightness close to blinding.
When the light fades, he is not in his former glory of gold armor and anonymity, nor is he rotten and burned with bone demon maw. The ash of his feathers fall, leaving healthy silver flesh on his face and all over his body, the remains of his helmet and bone maw shatters, though his horns remain.
The Hand breathes loudly, his hands on the ground as he heaves, as he shakes; despite his size, Kadira is not deterred, her arms go around her mentor- her friend’s -head and shoulders to cradle him.
The angel gently weeps. 
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xenodile · 4 months
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Alphinaud and Alisaie are my favorite characters in FFXIV and I ship them both with my WoL but I do not trust anyone else that does the same because they invariably get it Wrong. I've only seen one person on twitter that really Gets It.
Alphinaud is a petty, selfish prick that came to Eorzea with a messiah complex because his grandpa saved Eorzea five years ago and now Alphinaud wants to prove himself by doing the same. He's got a massive ego because he was the youngest and smartest kid in school but didn't actually have any friends because his male peers couldn't stand how much a smug arrogant control freak he was, while his female peers just fawned over a cute boy that was trying so very hard to prove how smart and mature he was, so he has no idea of how to actually view other people as equals, and it only gets worse when he actually succeeds at saving Eorzea with that self-important mindset. The only person he actually has any respect for is his sister, and even to her he's an arrogant control freak.
He has a grudge against Minfilia because she's the actual leader of the Scions and inheritor of Louisoix's staff and legacy, which Alphinaud feels belong to him as Louisoix's grandson, and he makes no effort to hide that contempt by controlling the Warrior of Light, working independently of the other Scions, telling her how to run the organization, and ultimately forming the Crystal Braves to replace the Scions.
His relationship with the Warrior of Light is one that starts as manipulation, he needs a pawn to set his plans in motion, so he waits until the Warrior of Light is isolated and without guidance to step in and introduce himself as the brilliant leader that will save the day and outlines how everything will be fine if they listen to him. In the course of this he develops a fondness for the Warrior of Light, but not really as a person, more a favored tool or a pet. He sees them as his property and is more than happy to rub the WoL's willingness to listen to him in Minfilia's face.
This all changes at the Bloody Banquet, when the Crystal Braves are seized by Lolorito, Raubhan is maimed, Nanamo is "assassinated", those loyal to Alphinaud are killed, and the Scions are framed for it all. Having his perfectly laid plan that he shamelessly copied from his grandfather fall apart overnight and having a tremendous amount of blood dumped on his hands is a severe wake up call. It forces him to acknowledge that he was playing with people's lives as though they were disposable, including those that trusted and wholeheartedly believed in him. He also meets Estinien, who doesn't respect his noble heritage, who doesn't immediately listen to every little thing he says, but is nonetheless willing to help him try and fix things. It changes how Alphinaud views other people and makes him start actually respecting others, as well as makes him second guess his own brilliance because his plan was not as perfect as he thought, and a lot of people got hurt because of it.
Alphinaud has the classic arc of pride going before the fall, and his recovery from that self-righteous worldview that lead to it happening, and his relationship with the Warrior of Light becoming one of mutual respect after initially seeing them as a tool. And this extends to all people, as he sees the cost of war, of how the actions of those that believe themselves righteous, wise, or justified costs the lives of innocent people, Alphinaud becomes more of a humanitarian, valuing each and every person sometimes more than he values himself. He's characterized by the regret he feels for his selfishness and spends the entire rest of the story trying to atone for it.
Alisaie, by contrast, is a stubborn, asocial bitch with a chip on her shoulder who came to Eorzea to see what's so special about it that the one person she truly respected and admired went and killed himself for it, only to be disappointed. Growing up with Alphinaud means Alisaie has a very deep set inferiority complex. No matter what she does she'll always be comparing herself to her perfect, top of the class, most popular* boy in school twin brother. She similarly had no friends but it was because she was so busy pushing herself to keep up with Alphinaud that she neglected all social interaction, made worse by the fact she she's a lesbian that kept getting hit on by older girls because they thought she was her brother, only for them to then be disappointed she's actually just Alphinaud's sister. The only person that doesn't treat her as second banana and respects her as an individual is her grandpa, so she's understandably distraught when he leaves home when she's 11 years old and dies a few months later in a foreign country. It would be hard for her not to start feeling like there's no reason to live.
When Alisaie arrives in Eorzea, she's already very misanthropic. She wants someone to blame for Louisoix's death and is holding the greater populace of Eorzea responsible, so when the combined populations of three nations aren't shining beacons of moral purity and enlightenment, she feels pretty justified in hating the world and resenting her grandfather for abandoning her in favor of a bunch of savages. She still wants to believe in him of course, she's still grieving and wants to find some meaning or closure for the death of the one person that made her feel like she was worth anything, so she delves into the Binding Coils.
It's here when we start seeing the cracks in Alisaie's worldview. She's so fixated on Louisoix and his loss, and so deep in her own self-loathing, that she's blind to the good in the world. She doesn't recognize that there are people that really do like her and care for her, because in her self-doubt and isolation, she convinced herself that her grandpa was the only person that even knew she existed. Urianger gets the WoL to go after Alisaie, and Alphinaud pulls strings to make sure her investigation goes smoothly because they both care about her. The servants her parents sent with her nearly die trying to help her because they believe in helping her find closure, but she doesn't even remember their names because in her eyes, everyone around her might as well not exist because she thinks they don't see her as a person.
Alisaie's frustration is rooted in helplessness. She couldn't "catch up" to Alphinaud, no matter how hard she tried in school he was always smarter and more well liked. She couldn't stop Louisoix from going to Eorzea, and now he's dead. She wants to find the truth behind the 7th Umbral Calamity, but she can't get past the Allagan defenses without help.
At every step she feels isolated because she's not good enough, not strong enough, there's always someone or something better that renders her efforts meaningless. But once she starts making progress with help, she starts to turn around. She initially begrudges the Warrior of Light just because they're the nearest person when she's frustrated that she needs help, but it quickly gives way because getting answers and actually accomplishing what she wants, even if it's indirectly, is a euphoric feeling when she's spent so much of her life feeling like she can't do anything at all.
Alisaie is given three foils across the story of Binding Coils: the Warrior of Light, Nael van Darnus, and Bahamut.
The WoL is proof of Alisaie's weakness, the hero she has to rely on to actually achieve anything because she herself is powerless, but by the same token, is proof that Alisaie isn't alone. The fact she has someone willing to help her, who is in turn evidence of other people willing to help her, shows that her doubt and lack of confidence are self-imposed and she's capable of more than she believes. The Warrior of Light inspires her and gives her something she wants to become, the person that CAN make changes and in turn help others, moving her away from the selfish focus on her brother being adored by others,
Nael van Darnus is initially framed as the one responsible for Louisoix's death, leader of the XIVth legion that invaded Eorzea, the one that started the Meteor Project, and Alisaie is set to hate him. But then it's revealed that Nael is actually his unnamed, unknown twin sister, who carried on her brother's legacy after he died to bring forth the Meteor Project and both her Bahamut's puppets the entire time, showing they too were powerless in spite of all they did. This is obviously reflecting how Alisaie herself ended up isolated and alone as she pushed herself to try and match her idealized idea of Alphinaud's competence and talent, and how self-destructive that kind of idolization of a loved one is. (Which in turn also plays into Alphinaud mimicking Louisoix in the main story)
And finally is Bahamut himself, the dreadwyrm, the elder primal. Unilaterally the single strongest entity in the world, if not the game as a whole, who spent the past several millennia trapped in a cage incapable of acting until he broke free in a single moment of rage and grief. This is the final step in changing Alisaie's worldview, as she sees even the most powerful entity in existence can also be helpless, unable to do anything to protect what it loves, letting hatred and resentment brew in its heart until it's blind to everything around it, just like Alisaie herself was in the wake of Louisoix's death.
The expedition forces Alisaie to understand that strength and agency are not the same thing, and power does not guarantee success or prevent failure. She understands that value in reaching out to others when she feels weak or alone, and how she in turn can be there when others need that help.
But that's not the end of the road for her development. While she takes what she learned in Binding Coils to heart, she still develops a bit of a fixation on the Warrior of Light as the hero that allowed her to come to this revelation and gave her the closure she needed, and she starts to think of them as invincible. They become the new goal she aspires to chase, like she used to chase Alphinaud to be recognized and adored like he was, now she wants to stand on equal footing to the Warrior of Light and be recognized by them. However, Stormblood and Shadowbringers both give her pretty harsh wake up calls that the Warrior of Light is in fact, not invincible. She's reminded of Bahamut's helplessness when her hero in turn stumbles and must rely on her and the other Scions in their moments of weakness. Her goal shifts away from wanting the WoL's recognition for her strength, but to be someone they can always look to for support and be capable of providing it, because Alisaie knows she can always look to the WoL for support.
And the reason I type all this out, when I feel the need to explain it all in such exacting detail, is because I see so many depictions of them that just don't get it. Depictions that reduce them to stupid kids with no emotional depth, that write them off as innocent and naive with no capacity for wrong doing. That simplify them to "hot headed fight girl with a crush on the main character" and "kind hearted fancy lad with no common sense" with no understanding or even acknowledgement of their development and the nuance of their stories.
Which is why I just don't trust anyone else with them, except that one person on twitter that remembers that Alphinaud was like one more win away from becoming a RPG villain in his own right.
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dungeonmalcontent · 1 year
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So, I'd like to showcase a few things that I've put on DMsGuild because there's a whole lot more now.
I want to start off with Grimdark & Dangerous. Follower turnover is pretty high on Tumblr, and people go inactive pretty quick. So many people that see this will not be familiar with G&D. It was a huge project for me and I am very proud of it.
Grimdark & Dangerous is a 5e d&d homebrew book available for purchase on DMsGuild for $19.99. It comes as a PDF (for now) and is 159 pages of content geared towards gritty aesthetics. You can follow this link to see my full post on the book or the DMsGuild page here. It has a lot of content and is more than worth the price tag.
While G&D is my biggest item on DMsGuild, I have a nice handful of middle sized docs as well. These are mostly pay what you want (PWYW) titles and quite old. They are also more prone to errors and unintelligible text (where I just started writing and went into a stupor and created something I no longer fully understand).
+ Ancient Artifice Primer for Modern Practitioners (PWYW) - A magic item crafting system which can allow players to create magic items with some degree of value based balancing. It doesn't cover as much as it should in my opinion and is one of those unintelligible texts. However, I do still appreciate my very limited world-building of early runic magic and early graphic design work.
+ Better Backgrounds: 5e Character Building Alternative (PWYW) - A short book on how players can build characters without relying on race based ability score increases. I built on this premise in Grimdark & Dangerous and I'm still quite proud of how I did it in Better Backgrounds. This is a much rougher document than G&D and the writing has a handful of errors, but still decent.
+ The Inheritor: An Artifact and Exploration Class (PWYW) - A homebrew class option. I always say that if you want to play in a game and have a strong connection to the setting, run vestiges (Critical Role), or have a complex backstory this is the class for you. Inheritor characters come with a prebuilt artifact which functions as a growing magic item. You get to customize the item and there is a lot of variability to what your item can do (also includes a modular builder if you aren't very creative). Still pretty proud of this.
+ Mystic Revised (PWYW) - A full remake of the mystic UA class using my own opinions of what it should be. It's based, roughly, on the Nen system in Hunter x Hunter. It's a pretty fun class, but is not very mystic/psionic-y.
+ An Outcast's Notes on the Plane of Pensos - A Planar Adventure Setting for 5e (PWYW) - Don't pay money for this one unless you really genuinely love it. It's an outline and not worth much (IMO). Technically, it can't really even be sold on DMsGuild because it constitutes a homebrew setting (which they don't allow). I created it because I ran (and still do run) this setting and figured it could be a fun thing to share.
+ Plague Pestilence Parasite (PWYW) - A disease book that introduces new mechanics for how contagious diseases spread and how they can be integrated into 5e adventure settings. It also includes a handful of new diseases of varying danger (not all of which are actually threats to player characters). Still a decent book, though I now recognize it lacks some clear writing and has a handful of errors (I may come back and redo this book at some point).
+ Plague Pestilence Parasite: Avolakia Overrun (PWYW) - I don't think I'm really fit to write actual adventure modules, and this book is why. It is an adventure module written to use the rules in Plague Pestilence Parasite. It is still technically an open beta test. It's not unplayable, but I don't think it represents an adventure that players would latch on to (feel free to prove me wrong).
+ The Emissary: An Extraplanar Class (PWYW) - One of my first docs. It's a homebrew class heavily inspired by the Fate/Stay series (has nothing to do with any of the core themes/tropes/abilities of any Fate title) and is actually way more fun than it may sound. The premise: you get a little pocket dimension to store things in and it gives you a variety of powers (the ability to make a little nature preserve, become an auto-crafter, or be Gilgamesh in UBW and launch items at people).
Then there are smaller docs. These are moderately more expensive than most of my short docs (will list those later) but have a significant amount more content than my short docs. These are more recent docs and I generally have higher opinions of them because I was more skilled when I made them.
+ Grimdark Puzzles ($5) - An extension of the themes present in Grimdark & Dangerous. This document contains three (technically 5-6 depending on how you think about it) puzzles that present unique puzzles with dark aesthetics. I really like this doc.
+ From the Dwarven Vault ($1.50) - An item collection themed for dwarven cultures. This does rely a lot on dwarven stereotypes in fantasy, but I did get to bring in some fun things (like burial armor and the DUBA) that I think most people would really appreciate having in their games for lore and aesthetics. Also includes some content for rune carving.
+ From the Elven Vault ($1.50) - Like FTDV, this is a collection of items themed for elves. However, this one is a bit different. While Dwarves are smiths and warriors, elves are crafters. Not just of metal, but most mediums and particularly with mediums that take a great deal of time. If you like crafting in campaigns (if artificer is your favorite class), you want to take a look here because I added in crystal singing and there are three new sets of artisan's tools.
+ Lich Minions: A Lair Building Guide ($2.50) - I really liked making this doc and I am very happy with it. This is a guide for making lairs when your BBEG is a lich. It includes a variety of undead themed minions and how they fit into a lich's minion hierarchy. Each minion has some unique difference from their generic variety or are outright unique, they all have stat blocks. This is a really good resource if you want to do a short dungeon run campaign or a siege campaign. I plan on making more docs like this and I really enjoy this format.
Finally, I have my short docs (there's a lot of these). For simplicity I'll break these into two sub-categories: "Encounter With" and "Subclass".
The “encounter with” docs are short docs that include information on a unique or updated monster, a specific NPC, or a type of NPC. Each is given a stat block, has an outline of what kind of hazards are in the same area as this creature, and lists what kind of loot you might be able to gather from encountering this monster. These encounters include:
+ Archchancellor Ensiid
+ Dracolich Gollryn
+ The Athach
+ The Beholdra
+ The Boom Goblin
+ The Chaos Beast
+ The Destrachan
+ The Drow Paleweaver
+ The Introspective Terror
+ The Lifeblood Magus
+ The Musclemancer
+ The Non-Phaneron Beast (note the cover of this doc is intentional, as the beast does not have a visible form)
+ The Pale Widow
+ The Silkscale Coiler
+ The Soliptic Nightmare
+ The Sunken Effigy
+ The Venomous Plesiodrake
+ The Werewolf Lord
(I feel like I'm missing one...). All encounters have a $0.50 or $0.75 price tag depending on if the encounter features an original or converted stat block.
The subclasses are just that, subclass docs. I really love making subclasses and I try not to burn out on them because I have so many subclass WIPs I want to do. These subclasses include:
+ Druid: Circle of the Grove (Plant druid. Why doesn't this exist already?)
+ Druid: Circle of Witchcraft (Discworld witches, love this one)
+ Fighter: Blade Drifter (I just want to link a song from the Sonic Riders franchise here, but they're all so corny)
+ Ranger: Hell Skulker (nine hells/abyss ranger, also really like this one)
+ Warlock: The Greatwyrm (DRAGON PATRON! Why doesn't this exist already?)
These subclasses all have a $0.75 price tag. I will probably be making a lot more of these, they just take a bit longer than the encounter docs.
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corvidcrybaby · 4 months
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Say, after reading your last commentary on Integra, now I need your POV on something I've been wondering.
What do you think will happen to Hellsing once Integra dies? To Alucard and Seras? Integra has expressed no interest in having children, and since she wants to avoid becoming a vampire, we know she won't be alive forever. Does she have a plan for that?
Hi! Omg so sorry to take so long to get to answering this, life has been insane on my end.
To answer your question, I'd wager there's a plan in place. Whether it pans out according to Integra's expectations or not is what remains to be seen. Integra mentions that the Organization will be passed over to the general military once she passes, and the Crown will thus assume direct control of the agency and its vampires. I'm willing to bet good money that the sigils that bind Alucard and Seras could potentially be transferred. If they are, then they'll keep up their job as the UK's resident vampire pest control until something extreme happens to break that bond of servitude. The nature of these sigils is unfortunately never explored fully, nor how they work, which leaves us with naught but speculation. However, this is my educated guess at how they probably work.
On the other hand, let's entertain the more interesting prospect of if those sigils are less malleable than we think, and it becomes impossible to bend Alucard and Seras to the will of someone else. From there? If the British military effectively has to try to keep these two under control through... What, good will? Threat of force? Both ideas are ultimately laughable. If that is the case, then I think Alucard is going to assess the inheritor's character and convictions. If he finds Integra's replacement to be unworthy, and there are no magic spells forcing him to play nice, then I think he probably peaces out to take a nice long nap. I think he probably goes into hibernation after Integra's passing - which, mind you, I think he'll be destitute following. It would be hard to read from him, but he holds Integra in high esteem, and went out of his way to return to her after Schroödinger-gate. That shows a high degree of loyalty, and I think Alucard would be laying low for a minute. After he wakes up, however, is when I suspect he might piss off into the unknown, wandering around the world - perhaps in search of interesting people to meddle with the lives of, secretly hoping he'll find the next Anderson, the next Integra, et cetera. I suspect he'll probably go right back to eating people, though. I'd put money on him perhaps being a bit more Punisher-esque on the humans he kills for food than before, since he has hinted at the idea of humans rubbing off on him in the series before. So less the kind of guy who devours the most innocent and defenseless people imaginable, and more likely he interferes with mortal affairs that he can justify to himself are morally bankrupt so he has a steady supply of enemies to destroy and humans to feed on. I don't see him turning all of England into a necrotizing wasteland with him at the head. I think that would beneath his interest by now. I think harassing and stalking people he deems unique or entertaining would occupy much of his time post-hibernation.
Seras, however, is interesting. I suspect Seras would stick around at Hellsing of her own volition, and would continue aiding Britain in its cause to protect people and slay undead monsters. That's what she became the person she is while doing, and I think with or without Alucard, she'll keep on generally being a goody two-shoes. But I think even she would grow weary of it eventually. With Integra gone, I think it becomes less and less like the home Seras "grew up" in - and if the new commanders are inept, then I think eventually Seras would reach a breaking point where she too, might go rogue. She might tag along with Alucard for a while, and I'd wager they keep regular contact and check in with one another on a semi-frequent basis (which, for vampires, might mean catching up once a decade or some shit). Seras is her own independent person, especially after accepting her vampirism and drinking blood to become autonomous as Alucard always urged her to be. But just as that's true, I feel their relationship was always one of Seras, despite everything, wanting to remain by Alucard's side. Their relationship would no doubt shift, and I suspect they might grow more reserved with one another, but I think they might find a new kind of emotional intimacy with one another - not romantic (I like Aluseras from time to time but this is my baseline read), to be clear, but I think Seras has the vampire equivalent of her late-twenties-development after Teggy passes. And from there? Anybody's game, but I think she keeps on bumping off rogue vampires - although I think with time, it might become more territorial than altruistic in how she carries herself. Less general heroics talk and more like, a vigilante warden type of dealio. She might come to see Britain as HER TERRITORY which would spell doom for any foreign vampires thinking they can feed on "her" humans. I think time as a vampire makes everybody go a little dark, but this is still pretty tame. It's Seras, after all. She'll flay you to ribbons but only if you really, REALLY press her.
Thanks so much for the ask!!!
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kemistre · 11 months
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𝐓𝐇𝐄𝐈𝐑 𝐅𝐔𝐓𝐔𝐑𝐄 𝐇𝐄𝐗𝐀𝐋𝐎𝐆𝐘 -> taglist here! 
synopsis. what happens when the number one hero, all might, dies of unknown causes? what happens when his number one student and inheritor of OFA, midoriya izuku, finally snaps to become one of the most wanted villains in japan? through a series of stories with interconnected worlds, we see just how dangerous the new number hero, deku, can truly be.
content warnings. future!AU, she/her pronouns, descriptions of blood, descriptions of blood, descriptions of violence/fighting, description of deaths, cursing, character death, heartbreak, panic attacks, some 18+ stuff but those chapters will not add to the overall plot of the story!!, tba -> word count. tba
author’s note. okay so i made a lil masterlist for all the stories :3 i'm so excited for this, kicking my feet back and forth for real hehe -> prologue here! please read this before you read any of these stories!
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MIDORIYA IZUKU. | LOST SOUL
synopsis. in which izuku slowly dissolves into madness after his mentor was killed and his girlfriend left him alone. soon, he meets y/n, someone who promised him the world and more when no one else would
TODOROKI SHOTO. | THE ART OF EYE CONTACT
synopsis. in which shoto tries to make his high school crush happy after the public breakup between her and the no.1 hero, deku, through thick and thin shoto vowed to protect her because even though he thought he’d gotten rid of those feelings, they all came rushing back after he became friends with her all over again
BAKUGOU KATSUKI. | WITH YOUR HANDS
synopsis. in which katsuki is accused for blowing up the shopping mall, this leads to him being put on the downlow, so, he’s assigned to protect y/n and through their time together, they feel more for each other bit by bit
KIRISHIMA EIJIROU. | DEAFENING
synopsis. in which eijirou goes about his life with his high school sweetheart, y/n, in the forms of missions, dates, proposals, the adoption of a daughter, and death
KAMINARI DENKI. | LEFTOVERS
synopsis. in which denki goes through the heartbreak of losing his girl to one of his best friends, dealing with his changing friendships, and the stress of being a third year at UA but one day, a few years into the future while leaving the bar, he saves and meets y/n, someone he begins the care for like he cared for the girl at UA
SHINSO HITOSHI. | TIL THE END
synopsis. in which hitoshi teaches the next generation of pro heroes in class 1-A along with his teacher in training, y/n, someone who prioritizes the wellbeing of her students before anything else
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all rights reserved © kemistre 2023. do not repost to other sites/copy my work.
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indierpgnewsletter · 9 months
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✨, 🌱, 💡?
✨ A game I wish more people were talking about
There aren't many indie games that are talked about enough as far as I concerned. So many great games have come out recently that deserve way more discussion and praise: Pasion de la Pasiones by Brandon Leon-Gambetta and Swords without Master by Epidiah Ravachol are at the top of my list.
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Pasion de la Pasiones is a masterclass of PbtA design - in many ways, a true inheritor of Apocalypse World's inter-personal playstyle. A playbook like El Jefe (which I'm playing in a game right now) is such a beautiful piece of design. Another designer would have made that character the GM's responsibility, to be played as the villain. Like the hardholder in AW, Brandon Leon-Gambetta trusts the players to take on the roles required to play a cheesy, melodramatic telenovela. At the same time, it's not just up to the players - through excellent move design, it's easy to be an awesome player. Also by empowering players, Pasion de la Pasiones is designed to be fun for the GM as well. It serves up exactly what I cherish most - the ability for players to drive play. I know lots of folks might see the cover and think it's just not for them but I encourage them to give it a try and see the fun on offer.
Swords without Master is amazing for the same reasons. It's a game with a GM that completely trusts the players to make their own fun - to come up with fun questions and fun answers. For those who don't know, it's a sword and sorcery RPG that has a bunch of unique things - dice that decide tone, a motif mechanic, phases that feel like they swap between GMless and GM'd. It also represents that rare thing. Like PbtA, it's basically a whole new type of game, designed from the ground up. It hasn't been as influential but it could have been!
🌱 An unreleased/not-yet-crowdfunding game I’m looking forward to
Oh, man, okay, I've got a couple for this:
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Bloodclotte by Nick Duff: This is a hard game to describe but here's my best shot: You play doctors in a steampunk hospital dealing with the weirdest, most bizarre patients that you can conceive. It's less medical drama and more war comedy, a genre that is so rare that the only good example I know is the iconic 70s show, M*A*S*H. It's really good and I'm writing a playbook for it based on Ayurveda. There's a quick start available and I played a super fun playtest campaign of it. Recommended!
Da Xia by Tan Shao Han: Tan Shao Han is a Singaporean designer who is also a writer on Bloodclotte, like me. This game of his (which I have only heard the most delicious whispers about) is a Forged in the Dark game where you play Chinese folk heroes in Singapore during WW2 when it was under Japaneese occupation. I love the concept - it sounds challenging and ambitious work for a designer as well as a unique experience for players. Super excited to get my hands on a playtest draft.
💡 A game that inspired my own design or creative practice
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I'm working on a series of card-based games I'm calling the Cardsharp Sonata. The first one is out and it's a sci-fi horror game called This Ship Is No Mother. The entire series is based on the wonderful, insightful Forged in the Dark game Crash//Cart by Galen Pejeau. Crash//Cart is one of the first games I ever wrote about the newsletter after a smash-hit of a one shot. It's about EMTs going out to save people and take them to hospitals in a nightmarish cyberpunk world. It's fast, fun and Galen's sharp design logic really inspired me to make more games.
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Note
Buffy propaganda:
Buffy has: - been informed in no uncertain terms at the age of 15 (!) that she has been made the latest incarnation of the one (1) person intended/destined to protect All of Humanity from the entirety of vampires, demons, apocalypse cults, and sundry other threats that desire everything from wanton murder to causing one of several actual apocalypses
- no pay and no benefits for being the Slayer; the only reliable ally she is guaranteed is one of a succession of variously shady Illuminati people who may or may not be actually helping her or taking advantage of her - if she survives 'too long' the organization will literally lock her in a room for an unarmed cage match against a powerful monster as a fucked-up test of character and/or for shits and giggles
- she is expected to do this in perpetuity until such time as she is killed in the line of duty (again, as a teenage girl expected to fight on her own with at best a small degree of enhanced physicality/durability and extremely rudimentary hand-to-hand training)
- she can't not do it because being the Slayer means she's automatically a target for the things that go bump in the night, which will attack her regardless - also being the Slayer makes her the default inheritor of the grudges of these beings
- again, she is a teenager in high school for the first part of the series; her non-optional job as the Slayer damages her academics (disrupting classes directly, cutting into time for studying, and she's known as a delinquent for accidentally totaling her last school in a fight against a group of vampires that attacked her there), impedes her social life (she has to risk her life fighting monsters in her nominal 'off' time rather than relaxing or socializing, and her friends are also murder targets by association or as a means to hurt her), and is a danger to her health and well-being (the obvious reason of injury, plus reduced hours of rest and recuperation (fighting monsters into the wee hours before and after full school/work days instead of, y'know, sleeping), plus her mom kicked her out of her own home when she tried to confide in her)
- Buffy has literally been killed twice in the line of duty, revived both times(the first time via resuscitation after drowning, the second time via literal necromancy after which she had to claw her way out of her own grave or suffocate), and been forced to continue going as the Slayer
- her mom later dies and (university-age) Buffy has to balance being the Slayer with working a shitty fast food job to make ends meet and being the primary caregiver for her younger sister
- there is a bright spot at the end of the series where she and her allies manage to 'hack' the Slayer system to kickstart every viable Slayer candidate in the world into their abilities, meaning they can build up an actual organizational/support structure so it's not just an endless succession of singular teenage girls being killed… except she's in the position of being one of the primary authorities to a bunch of teenage girls, responsible for their training and future behaviour, and bears partial responsibility for every one of them that is murdered for being a Slayer before she and her allies can get to them to protect/inform/train them to survive
- she had to put up with Xander Fucking Harris (Joss Whedon's Specialest Boy) for 7 years of showtime, and longer in the tie-in comic
To put it in terms of the current bracket: if Luisa fucks up or underperforms, people in her town are moderately inconvenienced. If Buffy fucks up, usually at least one innocent person dies. Talk about being under pressure.
She even gets a musical bit one time: https://www.youtube.com/watch?v=FmLSjwam26E
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