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ancientsincarnate · 4 years
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In a way I feel like more elves would be kinda amazed by humans in that sense. That despite their lives being so fleeting they can learn so much in that time, meanwhile to an elf thats an entire childhood. To them they don't see humans as inferior, on one hand yeah they see them as children to a certain extent but at the same time are amazed by how much they can learn in such a comparatively small amount of time. Almost like in this world being able to learn and master things fast is a trade off for life expectancy. To an elf the harder a human works to improve themself, the quicker their end will come. Which would end up worrying the hell out of them if their friend starts training super hard. The superstition comes about as a result. And some may even wonder how much humans could get done if they lived just as long as they can.
Wait a minute if elves take a hundred years to grow up that has some weird implications.
So… if we say a human comes of age in fantasy worlds at 16, that means it takes an elf 6.25 years to age one human year. If we say the age of maturity is 18 that’s 5.55 years.
So then… okay with people that live a long time have to see their human friends die and probably see them like pets yeah that’s been explored to death. But what about a human just seeing their friend not grow up?
An elf toddler and a human toddler become friends at a playdate. At the time the human is two and the elf is 13. Emotionally the elf is just a little older than the human. But then the human grows up. He grows up and as he grows up his friend doesn’t. Not much, anyways.
She’s still sucking her thumb and throwing tantrums the entire time that he grows up. When he reaches the age where he’d choose a trade or go to an academy he’s earning extra money by babysitting her. During his initiation into adulthood on his 18th birthday she’s there with her parents holding a stuffed animal. Later that afternoon he sees her being shown some colorful flashcards with letters of the elvish alphabet on it by her father.
The human gets older. He learns how to fight, he goes from town to town getting work. At some point he joins the army. Every time he visits his hometown he has at least one more scar and by the time he’s 30 and the elf girl is mentally seven by human standards she starts to understand that something is wrong. Even after he settles down to be a home maker for the local blacksmith something feels wrong.
And she watches him grow old. When she’s in her 80s she babysits his grandchildren for extra cash after school, coming over in her school robes and ruffling his hair. She doesn’t remember why she became friends with this human or when but a strange sense of jealousy fills her heart.
Now she realizes it. She realizes it too late, on the day her friend learns that he is dying. The first day of her 100th year and the start of his last. Humans’ lifetimes may only last for the childhood of an elf if they’re lucky, but they learn so fast. They do so much. They cram their days full of love and hate and learning and wonder.
He knew this was coming. He knew all of this decades before she did, because elves are slow. Not stupid, certainly not stupid, but very very slow. She holds her old friend’s hand as he lays down on his bed. A man that has led such an ordinary life but feels so extraordinary to her. Because he has always, always been there and now he just won’t. Because in her eyes he became so wise so fast and now he’s just gonna be gone.
On an elf’s 100th birthday they are allowed to choose a new name for themselves. It can be important, or not. Usually it will follow them until the end of time. She stands in front of her family’s elders and is asked what name she will be called from now on.
She names herself after him.
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ancientsincarnate · 4 years
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Necromancers even though this death enjoys their efforts, becomes enraged seeing other people be dragged into their little games. What right does that necromancer have to pluck a soul or two from death's embrace. What right do they have to determine whether or not someone is allowed to just leave it's grasp. It is not fair to drag others into a game they do not want to play. And death does not like cheaters who think they can decide when ones time has come.
Mad scientists can play with the empty husks all they wish but we all know they cannot bring back the soul. And healers can preserve life all they want. For death, as stated before is patient. But for one to be taken from it outside of it's control would not make it happy in the slightest even if they come back, or even when the necromancer meets their own timely end.
Because death does not accomodate cheaters.
concept: a death god that is actually surprisingly supportive and on the side of the good guys, supporting actions and promoting policies that will lead to the kingdom growing and thriving instead of being destroyed, because the more the kingdom grows, the more people there are, and the more people there are the more people will eventually  die, and when you’re an immortal god of death, you know there’s no need to rush. you’ll get them all in the end
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ancientsincarnate · 4 years
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So I was reading stuff for wow shadowlands and read a post by @seilune about the people you would probably meet in the afterlife. Suddenly the implications of a death knight going into the afterlife and meeting all the people they slaughtered wholesale hit me like a sack of bricks. hell you might run into that old friend you had to execute during the starting zone... them again this will probably never be addressed but I will be pleasantly surprised if it does.
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ancientsincarnate · 4 years
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The Barwitch
Halloween themed character idea just in time!)
A new pub opened up just down the street from us, and in just the past couple weeks the owner has almost everyone wrapped around her finger. They call her the Bar Witch. Mostly due to the place's spooky atmosphere and the joke stating that she casts spells on her drinks. Whether that is true or not, after taking one sip many wonder if there is magic involved. The effects she puts on her drinks, almost tailoring one for every situation. The strongest ones having an eerie glow about them, which tied into the whole magic theory. I've seen a man walk in there tired after a long day, and walk out like he got a full night's rest. One woman I talked to mentioned how she had been in a pretty nasty arguement with her family. One invitation to the bar and it's almost like the fight never even happened. The witch herself is a noticeably tall woman with long black and purple hair, yet despite her usually gothic appearance people say shes quite exciteable to talk to. Many wonder why she decided to hold up here and not go somewhere like the city but honestly having her around this dingy little town sure makes things a hell of a lot better.
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ancientsincarnate · 5 years
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You know I don't think people consider just how terrifying a spell like inflict wounds is. Imagine you are some kinda bandit or highwaymen or whatever. You find some cleric on the road. Of course, it's just some priest so they should be easy and have some nice jewelery. You do your usual shtick until you see them whisper in some language you don't understand and pat your leg a couple times. You pay it no mind and are about to cut them a couple times, until suddenly you realize the red stain going up your pant leg. only to suddenly feel a sharp pain and process the fact that your leg just got split open like a sausage. You yell out in pain and before you know it you get your skull cracked open by the warhammer or mace they were carrying. I don't know about you people, but the implication that my local pastor can give someone a little pat or poke or something and split them open or give them a couple cuts scare the hell out of me.
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ancientsincarnate · 5 years
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Possible warhammer game ideas: part 1?
So to me theres a lot of minor notes in warhammer lore that I don't think a lot of people consider could be interesting... at least people I've met. I kinda wanna do a list of possible game ideas that would be interesting at least to me seeing as well... warhammer doesn't exactly have the best track record of games. These are just a glfew ideas I've had so far
Warhammer 40k: Season of Fire(alternatively: warhounds of fenris, or just simply could be called 40k: Fenris): This would be a resource management/rts type of game where you take the role of a Jarl among the multiple seafaring nomadic tribes of fenris. Sending your people off to war for control over the temporary islands, doing battles with sea monsters, and holding together the morale or overall happiness of your people. Maybe during the game if your warriors perform certain feats or fall honorably in battle a wolf priest of the Vlka Fenryka come to claim them to join the chapter. I'm not sure of the effects of that though.
Warhammer 40k: daemon world: this one holds more sinister connotations. Probably something akin to sunless sea/sunless space but as a survival game or rpg. You play as the survivor of a chaos incursion on a previously held imperial world. The point of it of course, is to survive the many dangerous inhabitants of said planet. The idea is that you would either randomize or choose different modifiers that would change the nature of the world you spawn in. What classification was it before so if it was a feral world is everyone stuck fighting daemons with spears and stones. If it was a hive world chances are theres more shelter but a ton of mutants roaming around. As well as which chaos god and possibly even daemon peince holds dominion over it. And go from their to what the effects of the planet are. Is it constantly night or day so different animals or monsters can show up, does it rain blood making it harder to find unsoiled food. Or go completely off the rails and say food screams when you eat it alerting enemies nearby you. This of course would be a VERY difficult game especially with random modifiers but i feel like it wouldn't be that bad once you understand the "rules" of the world you are on... the universal one being stay as far away from space marines and daemons as you can.
Warhammer 40k: chapter master: Ok I know this one teeeechnically exists in a mod of some super old game but the lets say you take the premise of mechanicus but make it a much bigger scale. As the chapter master of a newly formed Primaris chapter, your goal is to unify the denizens of the sector or subsector the game takes place in. Able to kit out and customize the marines under your wing and set different doctrines that add to your effectiveness. As well as setting out certain things about the chapter before the beginning. Like what legion is their progenitor, what is their primary recruiting world, what is their fortress monastery location or just go full xcom 2 and be a fleet based chapter traveling the setting of the game. Imagine their also being random events that increase or decrease your standung with other factions. Like the imperial guard will send you reinforcements or refuse to help depending on your standing. Or the mechanicus sending specialty gear and gives you access to more techmarines the more they like you. And events like one of your brothers falling to chaos or having to deal with dark eldar raiding parties, genestealer cults, and chaos incursions.
Honestly I could throw out more ideas, but I suppose that will have to end there for now. I'm sure I am not the only one who thinks there are some often overlooked, cool, and albeit a bit more meticulous ideas that in my personal opinion would be really entertaining if given the chance.
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ancientsincarnate · 5 years
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Imagine, if you will that you are a guardian in destiny. I personally haven't heard anything about this particular idea. Then again I have yet to look anything up about shadowkeep for the sake of spoilers. But imagine you are a guardian partaking in a friendly crucible match with your fireteam partner. You both fight and fight and eventually you are victorious and your partner is dead… but they aren't coming back. This is of course is not the most original idea, one would think such accidents would happen since the beginning of the Red War was so sudden. They aren't coming back… at first you think it was a joke but soon your ghost with a sullen tone finally speaks up. They are never coming back… and you killed them… this trauma probably drives you to fight harder even after your light was extinguished. But no matter how many Cabal you kill they were not the ones who slew your partner. Fast forward a bit to shadowkeep, you finally felt like you could move on from your partner's death. Possibly thinking it's better you killed them and not some alien. But since you arrived on the moon you felt… a presence… heard a voice… something so familiar. Then you descend further into the keep, just as you encounter the nightmares of Crota, Skolas, and that bastard Ghaul. As you fled for your life you heard the laughter, the voice, it was them… always looming in the distance. Watching… "it isn't real!" You tell yourself, your ghost hoping to ease your pain but at every turn. You see them… you hear them… the screams they made as you slew them. Unwittingly sending them to their avoidable grave. You want to say you are sorry but the phantom retreats… always just out of reach… always unable to feel their touch… unable to feel their light once again… imagine how these types of guardians feel. Whether they lost friends in some previous conflict, or at their own hands in the crucible. Only to see their veiled faces yet again on the moon, always watching. But always out of reach...
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ancientsincarnate · 5 years
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Protect weird girls. Ya know…. the ones that used to make up intricate games on the playground about ghosts and saving the world. The ones that used to have a whole BOX of fucking rolly pollies and worms. Those girls that used to have mason jars FULL of fucking god knows WHAT on their mother’s back porch. Protect… girls. Girls that daydream too much. Girls that could go out to Walmart dressed in cow girl boots, and a faux fur coat. Girls that invent whole other worlds in their heads. Girls that love too much. Girls that don’t love quite enough. Girls that don’t look, or sound the way society expects them to. Loud girls. Quiet girls. Angry girls. Sad girls. Support girls being themselves, and being unapologetic about it. The ones that get labeled “weird” for simply existing and being brave enough to not dim themselves down, just because society tells them, too. The girls that never lost their magic once they grew up. Support weird girls. 
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ancientsincarnate · 5 years
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Doesn't help she's making this face.
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Context: Gf wanted me to take a pic of her walking in what she things is the most flamboyant outfit she has ever worn. With the caption "happy june/pride month yall"
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ancientsincarnate · 5 years
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Context: Gf wanted me to take a pic of her walking in what she things is the most flamboyant outfit she has ever worn. With the caption "happy june/pride month yall"
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ancientsincarnate · 5 years
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Is this what being called out feels like?
when your art turns out the way you wanted it to
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ancientsincarnate · 5 years
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❗AVOID THESE PEDOPHILES AT ALL COSTS! ❗
I was scrolling through Tumblr and came across a post of KNOWN PEDOPHILES ON TUMBLR (many of which have or want to rape actual children/minors)
THERE ARE ACTUAL PEDOPHILES ON TUMBLR TRYING TO GET IN TOUCH WITH MINORS ON TUMBLR
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PLEASE SIGNAL BOOST THIS LIST AND KEEP OUR MINORS SAFE
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ancientsincarnate · 5 years
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Tumblr Code.
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ancientsincarnate · 5 years
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I hope so...
Reblog this and money will be entering your life this week
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ancientsincarnate · 5 years
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Voldus groups
"By blood and steel our honor be known!" Fjoheimer war cry
Fjoheimr: Many humans would be quick to compare Fjoheimr Gravikans to Nordic humans. And of course the comparisons in culture are not lost on them. Fair skinned naturally taller beings especially among those of the Voldus. Fjoheimers bare a deeply mystical warrior-esque culture as well as being avid tradesmen and explorers. Of course this is apparent seeing as Celestins and Terrasts are born among this subgroup.
Fjoheimr Location: Far Northern Hinterlands of Dumin
National colors: white, grey, blue
Fjoheimer physical traits:Tall and muscular builds. Men tend to be naturally hairier due to the climate. Grey and light skin. Celestins tend to be slightly shorter than Terrasts
"For vengeance and justice I shall have the Noscian's heads!" Queen Arkoa Sirvanus
Ascian: Ascians are regarded as the ruling class of Voldus. Not generally ruling through diplomacy during the war like the Noscians but rather ruling with an iron fist and boasting the strongest military on Dumin. Wielding their magic to control and influence the minds of their  subjects as well as shift and change their bodies to suit their means. Ascian skin tones tended to range from pure white to ash grey. And due to their magic can grow larger, have extra pairs of arms, and even horns.
Ascia Location: Midlands of Dumin, largest Nation on the planet boasting territory within forests, deserts, and plainslands
National Colors: black, red, gold
Ascian physical traits: White to grey skin. Tall builds, sometimes taller than Fjoheimers. Lanky to muscular builds. Magical augmentation can lead to second sets of limbs and horns as well as red eyes. Some ascians are known to be born with black sclera.
"We bring hope upon a darkened world" Harlekin order phrase.
Pendor: These are an oddity among the Voldus. Usually when you regard someone from Dumin you expect a culture of survivalists, warriors, and cutthroat conspirators. Though Pendor are oddly… Carefree despite their home. Living in the surprisingly temperate country of the same name, Pendans live life to its fullest and are the heads of the Harlekin order. A guild of entertainers, thespians, illusionists, and magicians. Wielding their magic to dazzle and fool the mind in dazzling displays both entertaining and deadly. Pendan are widely loved by most Voldans, though to others may seem… scarily… optimistic. In an affectionate ways they are dubbed the “shining jewels of a broken world”
Pendor Location: Nomadic groups traveling in Troupes but they originated in their relatively temperate home on the western hemisphere of Dumin.
National Colors: Purple, yellow, red
Pendan physical traits:ceremonial scars. vibrant purple and blue eye color. shorter to average skinny and lanky builds. grey to white skin. Black Sclera on some.
"Morals and survival should be equally measured. Morals simply weighs less out here" Wastrelar proverb
Wastrelar: Literally meaning Wastelander in Voldun Common. The cut throat people of the wastes live hard lives and build their nomadic and resourceful culture around that. It is a very notable saying that if it can be found, scavenged, crafted, or fixed, you go to a Wastrelar for it. As stated before they are extremely resourceful. Commonly used as shock troops, pathfinders, and commandos in the military as well as engineers and scavengers. Their culture is surrounded by different nomadic houses each house traveling in massive caravans that can be considered different cultures all on their own but living under the council of the different leaders of each house. When each house meets in the wastes they are free to trade, celebrate, and fight among each other depending on the leader’s relationships.
Wasetrelar location: Eastern Blightlands of Dumin
National Colors: No one group of colors can be determined due to the multitudes of different houses and tribes within the wastelands.
Wastelander physical traits: Wastelanders are an odd bunch in that they can traditionally be found with any sort of skin color, build, as well as height from any other ethnicity depending on their house excluding the an Ascian’s augmentations. Though living in a toxic wasteland for a Gravikan can lead to… unforeseen mutations. Tentacles, a second set of eyes, and even tails can be found among the Wastelanders
"Your Skulva is your lifeline, your family. You wouldn't hurt family" Nahlux Suctus during interview with Ascian delegate.
Valroks: Valroks can be considered a subset of Wastrelar… but not even the wastrelar would wish to stay too long in the toxic swamps and shadowed great forest of Valrotia. Skin due to their environment evolving to be straight black. They live in a culture of survivalism, their culture not really having much of a leadership and acting more as mercenaries for the Ascians through obligation rather than the fjoheimer’s blood pact. Rather than living in a clan, tribe, or staying with their family Valroks live within a close knit group know as a “Skulva” and when they become of age are free to leave their parent’s Skulva whenever they wish to either seek out or even create one of their own.
Valrok Location: Great Forest of Valrotia, north of the Blightlands
National Colors: Just like wastelanders a Valrok’s colors is determined by their Skulva
Valrian physical traits: taller then normal builds, black sclera, eye color is normally light colors like white and yellow as oppose to the Ascian red or Pendor purple.
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ancientsincarnate · 5 years
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Side note on biology
I should also that the color and symbolism of these markings may be dependant on the individual Gravikan's ethnic group this allowing them to differenciate each other through that rather than skin color or appearance alone.
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ancientsincarnate · 5 years
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Salar Ethnic Groups
Living on a world constantly bathed in sunlight with illustrious vibrancy would obviously have some kind of reflection on the culture. Great spired cities reaching the very mountain peaks, run and maintained by the Flodans. Bustling cities ruled over by the Noscian great houses. Caverius running the vast underground realm of Lumin trading with aforementioned great houses. Though many may hold personal biases against another group, but the people of Lumin understand they are all gears in the great plan of Salar, while the "dusk bitten" children pf Voldus squabble against each other. Allying over obligation rather then any sort of understanding or unity.
"On the blood of our kin we shall prevail" Noscian phrase
Noscian:The fair skinned aristocratic subgroup of the Salar. The royal family of Lumin come from this ethnicity. Noscians are known for their diplomacy and natural charisma and one would assume “Supernatural beauty” though like the Fjoheimers are a group that mix mysticism and martial prowess. The Paladine are the martial order of Noscians that are made up of both Celestins and Terrasts that act as the royal guard, military leaders, and police force for the Noscian people.
Noscia Location:Noscian plainslands of Northern Alfar. Argueably the largest nation on the surface of Lumin
National colors: White, gold, silver
Noscian physical traits:Vibrant eye color(silver, yellow). tall slightly muscular builds. light skin. normally blonde and black hair
"The deeper we dig, the closer we get to Salar" Caverian spiritual excerpt
Caverius: Living in the network of tunnels and caverns these pale skinned Salar boast living the closest to the core of Lumin and by nature are some of the most powerful Celestins in the empire. Wielding their abilities to carve out more tunnels within the underground and mountains where their people may live. As well as naturally being natural miners, craftsmen, and engineers forming a meritocratic society and a culture surrounding it. Mountain caverians tend to be taller and claim to be stronger then their subterranean cousins. But of course this would lead to them being less acclimated to the world’s core. Funnily enough they are jokingly regarded as the least “Celestin” of the Celestin Ethnicities
Caverius Location: Multiple underground cavern networks across the plains and mountain bases of Lumin
National Colors: Brown, white, black
Caverian physical traits: slightly shorter and stocky to muscular builds. pale skin. brown, red, and blond hair.
"The Flying Flodans lead the charge!" Famous Flodan military phrase
Flodus: “Flying Flodans” is a term used by many for the mountain and coast living Flodans.  Living close to mountain Caverian, trade in both resources and technology was inevitable. Many believe that flodans might have even been direct descendants or genetic cousins to Caverians. Adding to this theory would be their avid abilities for craftsmanship, engineering, and smithing. The first known voidvessals were built by Flodans but it is unknown how voldus were able to produce it two living on separate planets. Flodans tend to have a keen sense of freedom. Wishing to go wherever they please as well as being represented with special hair dye.
Flodus Location:Mt. Flodus, Largest mountain range on the southern hemisphere of Lumin
National colors: Blue, silver, black
Flodan physical traits: taller than average build. Light to light bronze skin, silver hair typically dyed in different colors
"Our very blood is pulled from Lumin, as is our flesh" Saying of an unknown Tasunian philosopher
Tasunia: The dark skinned tropical islanders of Tasunia and Salar's halo live in a fairly primitive culture compared to the rest of Lumin. Though this is simply at first glance. Their tribal culture is only contrasted by their race’s advanced technology. They are notably fond of animal husbandry and lorekeepers of the many flora and fauna of both Lumin and Dumin.  Their unity to the wildlife is notable with fitting their battle beasts with armor fitting that of gravikan tanks. Essentially making them such but on legs. Things like prosthetics and cybernetics can be fitted with said beasts, Tasunians regarding the beasts they keep as if they were one of them.
Tasunia Location: the southeastern isles and a large peninsula slightly north of Lumins equator know as “Salar's Halo”
National colors: yellow, blue, green
Tasunian physical traits: dark and rarely red skin, natural hair braids, powerful builds due to lifestyle. Markings could include natural camouflage.
"There's no such thing as a dishonest Ostran merchant"
Ostradine: Ostradine can be considered much like the Wastrelar culturally though instead of being divided by houses the undisputed leader as well as their traditions are based off of the descendant and teachings famous figure among Lumin know as “Hagon the Farstrider”. Honorable merchants and natural pathfinders and hunters they travel Lumin from Salars Halo to the Caverian underground. Ostradine are most notably considered genetic descendants of the Noscians and because of such heritage harbor familial ties. Calling each other “cousin” and “sibling”
Ostradine Location: Everywhere
National colors: white, tan, gold
Ostran physical traits: slanted eyes, dark to near blackened skin, slightly shorter to normal stature. Females due to matronly as well as hardened bodies of contact travel  roles tend to have more pronounced features. This is also due to their genetic resemblance to Noscians and their “supernatural beauty”
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