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#100 elven children challenge
amynriel · 9 months
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№51 Сильфир Крейн стал подростком!
Ля, какая цаца!)))
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blorbologist · 1 year
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I AM HERE WITH A 🌟🌟 TO HEAR ABOUT SOMETHING YOU'VE BEEN DYING TO GUSH ABOUT IN YOUR WRITINGS.
EXANDRIAN 👏 WEDDING 👏 CELEBRATION👏 WORLDBUILDING👏
- Wedding rings convergently evolved in a lot of contexts due to some divine events/recurrences (ex: halos of some aasimar and divine casters). Though how they're used varies (some cultures have many, with rings being added as the couple has children or for other life events; some wear them in their hair or as body piercings; some insist the couple or someone close to them make the rings themselves; sometimes they're made as a chain that's ceremonially broken during the wedding and reforged).
- I love the common HC that elven weddings involve ceremonial knots and rope/string tying the couple together! Drow use white-silver threads (heated debate rage as to if this is nods to Loloth or the Luxon in the Dynasty), wood elves will use plant-based fibers grown from each family's land/plants that grow near their home, and all elves will use fancier material to indicate wealth. A common practice for half-elves, especially from societies where they’re more common and can share this knowledge, is to intersperse the weaving and knots with rings, or save the threads to make into necklaces or armbands.
- many Ashari wedding practices (a little different for each tribe) have their roots in Drashari & Age of Arcanum customs that survived. For Zephrah in particular, I like the idea of the couple writing their vows, folding the paper into a bird or flower or something specific to Them (Vaxleth would 100% do a raven) and sending it flying from the cliffs. I'm undecided if they're supposed to use wind spells/cantrips to keep them aloft or trust in the air to carry them and their hopes for the relationship. (The people living downwind think it's good luck to catch Ashari wedding vows, and sometimes make the trek up to return them to the happy couple.) They don't know this is adapted from the spell kites of Cathmoíra.
- Several parts of Wildemount include planting something Important as part of the ceremony. Either something that will grow (a tree, a vital crop, a favorite flower) or not (a memory capsule, an offering, or something meant to decay). If the planting doesn't go well, or if the plant/burried thing gets damaged down the line, it's seen as a terrible omen. Couples living in cities will keep theirs on windowsills or roofs to ensure they get enough light, and it’s a common source of gossip if a neighbor's plant is unwell or if the pot of soil tips during a storm, spilling out the gifts within.
- I've thought. So much. About Whitestone weddings. The city-state was very isolated for years, so their practices are very tailored to their home. Laurels are made out of the Sun Tree's shed leaves, which are also scattered around their feet. Weddings are usually held at dawn or midday for Pelor reasons, and the rings are weighed in scales blessed by Erathis to ensure the partnership is equal. The ceremony is usually held in front of the Sun Tree, and if the couple is very lucky or of high status a fallen bough will be brought with them into their marital home to keep them safe and blessed by its shade (and it's meant to be burnt as firewood should they face a challenge they feel they can't surmount, be it a terrible winter or awful fight). Most couples only get a twig or small branch though. Actually, you'll see soon ;3
- Vex's wedding ring is 100% forged from melted down gold pieces from her own person. Because there's a chance, however small, that one or two pieces used were among those Percy gave her when they first met. Percy includes some residuum in his, partially because he wanted to make sure their rings could both be used as Resurrection components should anything happen... and partially because he still remembers the Sunken Tomb and how his offering of residuum then was not accepted. He doesn’t want to forget what his mistake cost them, a reminder to be careful (what if he had succeeded? would Vax not have - then he might - fuck.).
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bard-llama · 2 years
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WiP Wednesday
As a treat for @useless-empty-brain, have the start of a fic wherein Iorveth has a minor crisis over being in love with a human. 
Iorveth was in love with a human.
It had been bad enough when he’d fallen for Saskia and had to deal with the knowledge that everyone thought she was a dh’oine. It had troubled him greatly, but at least with her, he could argue that she was unlike any other dh’oine – and it was wholly true. And not just because she wasn’t one. 
But Vernon Roche? Not only was he 100% completely human, but he was one of the worst humans around! Elves literally used him as a boogeyman to scare their children with. Better be good, he’d heard a thousand times, or Vernon Roche will come get you. 
And it was true. Vernon Roche was a notorious elf hunter. He had ‘pacified’ all the dwarves and elves in the Mahakaman foothills. He had destroyed numerous Scoia’tael units before Iorveth’s. He had the blood of elven children on his hands. He was, more than anything, a threat to everything elven. 
So why did Iorveth love him? He definitely shouldn’t. Once, he would’ve thought it absolutely impossible. But now?
Now he lulled himself to sleep by pretending Vernon Roche was wrapped around his back, holding him close.
It was a problem.
The thing was, Vernon Roche had become Vernon in his head, and when that happened, he stopped registering as a threat. Which was absurd. Iorveth knew exactly how much damage Vernon was capable of doing. 
But he’d… well, he’d come to trust that when they met up in the forest meadow amongst the flowering wildflowers, they would not kill each other. And once the looming spectre of death was absent, Iorveth found that Vernon was actually quite interesting. 
Was that enough to justify his feelings? Was anything enough to justify them?
So what if he found Vernon intriguing and challenging? He was sure that plenty of the humans he’d killed without a thought had been clever and complex too. It hadn’t stopped him from doing what needed to be done.
Why was Vernon so different? Why couldn’t Iorveth bring himself to kill the dh’oine? He had the perfect opportunity in front of him. Vernon was entirely unguarded, muscles relaxed as he sat against Iorveth’s tree stump, back warm against Iorveth’s legs as he smoked his pipe.
Iorveth could strike easily. It would take almost nothing to break Vernon’s neck – except the very idea made something sour squirm in Iorveth’s belly and he knew he wouldn’t be able to do it.
Iorveth, who was famous for his slaughter of humans, couldn’t kill this one human who deserved it more than most. All because he’d caught these ridiculous feelings that could never come to anything anyway.
Even on the off chance that Vernon would possibly be interested, they would still be enemies. They could never actually be together. There was simply no way.
And there was no reason for that to make Iorveth’s heart ache with longing. He’d known for years that he would never get to live that kind of life – never get to build a life with a loved one away from the fight. There was simply too much blood on his hands to allow that.
But he wanted to. He wanted to rediscover what it meant to be a musician instead of a soldier. He wanted to build a life with someone – with Vernon – and experience what it meant to be part of a pair, to be so entwined with each other that they were inseparable. He wanted to look forward to each new day of a domestic existence where there were never any lives in the balance when he made decisions. 
“You okay?” Vernon’s deep voice asked in a rumble.
Iorveth startled, slowly realizing that he’d stopped playing his flute without noticing. 
At his silence, Vernon twisted around to look up at him. “Iorveth?”
“I – yeah,” Iorveth said.
Vernon’s eyebrow arched, face dubious.
Iorveth intended to bring the flute back to his lips and cut off any questions with music, but instead, he found himself asking, “do you think people like us ever get to have a happy ending?”
Vernon looked surprised, but he treated the question seriously, brow furrowing in thought. “Well, it depends where you stop the story, doesn’t it? If you get a happy ‘ending’. And… I mean, we’re still capable of being happy, even if it’s temporary.”
“Are we?” Iorveth asked even as he though back on moments spent with his Scoia’tael, moments when the fight seemed far away and they could be unashamedly elven. That feeling in those moments, that warmth in his chest like embers building into a fire – that was happiness, wasn’t it?
But even though he would never want to lose it, it wasn’t the happiness he craved. 
Vernon rolled up onto his knees until he was of a height with Iorveth. Then his hands cupped Iorveth’s cheeks and forced their gazes to meet.
“We are,” Vernon said firmly. “It’s not always easy, but we can still feel that joy. We – the things we’ve done, they’ve turned us into monsters. But even so, we can still feel happy. That–” he shrugged, clearing his throat, “I dunno, it gives me hope.”
Iorveth swallowed hard, staring into Vernon’s eyes. Hope. When had he last had that? There was a feeling almost like that that he got when Saskia talked about her vision for the future. But it was abstract, unreal in a strange sort of way. He was pretty sure that wasn’t how hope was supposed to feel.
“If people like us can still feel, can still be human – or, well, elven – then we can’t be totally irredeemable, right?” Vernon’s thumb stroked lightly over Iorveth’s cheek.
Iorveth nodded slowly, accepting the premise. And if they weren’t irredeemable, then perhaps they really could have a happy ending.
A thought occurred to him and his lips twisted. “If the ending depends on where you stop the story,” he said slowly, “then each happy moment should be lived as if it’s the last.”
Vernon’s head dipped in agreement. “Savour your happiness where you can.”
“Then even if something is doomed,” Iorveth pieced together, “it’s worth pursuing it if it can offer moments of happiness?”
“I’d say so,” Vernon hummed. “What is it that’s doomed?”
Us, Iorveth couldn’t say, throat clicking as he swallowed drily. Vernon’s hands still held his face, thumb moving distractingly across his cheekbone, and Iorveth let himself pretend for a moment that Vernon could actually want him.
With Vernon’s eyes staring into his, it was almost easy to push closer and answer Vernon’s question with the press of their lips together.
Vernon gasped, lips parting – but his hands stayed firm around Iorveth’s face, not pushing him away. And after a moment, Vernon actually kissed him back, lips moving hesitantly against his.
It was only then he realized he’d closed his eye and he forced it back open to see Vernon’s face, to see what Vernon might be thinking.
Vernon’s own eyes were shut and his face looked content, what Iorveth could see of it. Then Vernon sucked on his bottom lip and Iorveth’s eye slid shut once more. Instead, he focused on the sensation of Vernon against him, the heat of Vernon’s body, the gentleness of his hands, the openness of his mouth, as if Vernon were welcoming him in.
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thecreaturecodex · 3 years
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Shinryaku-sha, Bloom Metzelei
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Image © SNK Games, accessed at the Metal Slug wiki here
[Commissioned by @arachcobra​. This is the second of the Metzelei conversions; see my first, Geweih Metzelei, here. Bloom Metzelei is the one of the four that most closely resembles an existing Pathfinder monster, the alraune, so I used that as a basis for the statistics. ]
Shinryaku-sha, Bloom Metzelei CR 19 LE Plant This creature has the head, arms and torso of a beautiful human woman, albeit with green skin, growing from the center of a massive flower. Growing from her head, along with purple hair, are two braided vines ending in scorpion-like stingers, and she crawls along on five thick tentacles. Hooks and thorns extend from her flower, and a sweet scent fills the air around her.
Bloom Metzelei is the second strongest of the Metzelei, elite units in the shinryku-sha armies. She was once native to a planet in a runaway ice age. The planet was thawed by Geweih Metzelei in a show of strength, and its various creatures submitted willingly to the shinryaku-sha. Out of loyalty and respect to her rescuer, she joined his side, and is now a deadly agent of interplanetary conquest in her own right. 
The anatomy and physiology of Bloom Metzelei is similar to that of an alraune, although she is much more powerful. Bloom Metzelei lacks the calming presence of an alraune, but can breathe paralytic pollen and dominate the minds of creatures of all kinds. In addition to the lashing wounds dealt by her tentacles, her stingers can extend surprising distances and inflict a curse that silences creatures. Cold effects slow her, as a legacy of her close call with a frozen death, and she targets enemies capable of using cold effects first and foremost.
Bloom Metzelei loves plant creatures of all types, and views them as her children to be coddled and adored. By force, if necessary. Bloom Metzelei makes for a talented general, as she supplements her hordes with magical enhancements and turns their foes into friends, even if only for a short while. The flesh and blood of sentient creatures is her preferred food. She especially enjoys feeding on creatures of unusual skill and power, and goes out of her way to find such foes to challenge, enslave and eventually consume.
Bloom Metzelei       CR 19 XP 204,800 LE Large plant Init +7; Senses low-light vision, Perception +17, see invisibility Defense AC 33, touch 13, flat-footed 29 (-1 size, +3 Dex, +1 dodge, +20 natural) hp 375 (30d8+240) Fort +25, Ref +15, Will +17 Immune plant traits; Resist acid 20, fire 20; SR 30 Defensive Abilities freedom of movement; Weakness cold lethargy Offense Speed 40 ft. Melee 2 stings +30 (1d8+9 plus silencing strike), 5 tentacles +28 (1d10+4 plus grab and bleed) Space 10 ft.; Reach 10 ft. (15 ft. with stings) Special Attacks bleed (2d6), constrict (1d10+13), feed, numbing pollen Spell-like Abilities CL 19th, concentration +26 (+30 casting defensively) Constant—freedom of movement, see invisibility At will—command plants (DC 21), charm monster (DC 21), detect thoughts (DC 19), suggestion (DC 20) 3/day—hold monster (DC 22), mass bear’s endurance, mass bull’s strength, empowered mass cure serious wounds (DC 24), mind fog (DC 22), quickened wall of thorns 1/day—dominate monster (DC 26), mass hold monster (DC 26), summon (2 viper vines, 100 %, 9th level) Statistics Str 28, Dex 17, Con 26, Int 14, Wis 21, Cha 25 Base Atk +22; CMB +32 (+36 grapple); CMD 54 (60 vs. trip) Feats Alertness, Combat Casting, Combat Reflexes, Deceitful, Defensive Combat Training, Dodge, Empower SLA (mass cure serious wounds), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quicken SLA (wall of thorns), Vital Strike Skills Acrobatics +18 (+22 when jumping), Bluff +26, Climb +24, Disguise +26, Knowledge (nature) +17, Perception +17, Sense Motive +24, Swim +24 Languages Aklo, Common, Elven, Shinryaku-Sha, Sylvan Ecology Environment warm land Organization unique Treasure standard Special Abilities Cold Lethargy (Ex) Exposure to any cold effect slows Bloom Metzelei (as per a slow spell) for 1d4 rounds. Feed (Ex) Bloom Metzelei’s roots can feed on a helpless or willing target. At the end of an hour of feeding, the victim takes 2d6 points of both Constitution and Intelligence drain, and Bloom Metzelei heals 150 points of damage and gains the effects of a restoration spell. Numbing Pollen (Ex) Three times per day as a standard action, Bloom Metzelei can breathe a cloud of poisonous pollen in a 40 foot cone. She must wait 1d4 rounds between uses of this ability. Numbing Pollen—inhaled; save Fort DC 33; duration 1/round for 4 rounds; effect 1d6 Dex drain; cure 2 consecutive saves. The save DC is Constitution based. Silencing Strike (Su) A creature hit by Bloom Metzelei’s sting attack must succeed a DC 32 or be silenced (as per a silence spell) for 1 minute. Multiple failed saves extend the duration by 1 minute. This is a curse effect. The save DC is Charisma based.
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I loved your Angband answer! I would love to keep hearing your thoughts (they’re really interesting!), so could I possibly ask about your opinions on The Wives (Nerdanel, Anairë and Eärwen)?
- Captain Anon (I like the name :))
Hello Captain anon!! I’m glad you like it :)
ok I think it was @feanorianethicsdepartment who came up with this: but they all suffer from being Chaotic as hell. To sum up what the post was, these three Voluntarily chose to be in this family, where no one has had a “chill” day in their life. (as usual im putting the bulk of this under a cut cause it got long)
The one exception in this family *might* be Arafinwe bc 1.did not join this life voluntarily and 2.seems pretty chill. So fine maybe Earwen isn’t That chaotic. They do have the most operative children after all.
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anyways:
Nerdanel: “the wise.” pfft yeah right. The only person crazier than her is feanor and I say that endearingly. Arguably worse when it comes to crafting. Listen, Feanor is in part the way he is about his creations because he’s angry at everyone and generally has unresolved issues with his parents. The guy is like “my motivation is to be better than everyone. Because I hate everyone.” That’s our boy. Nerdanel has none of that, she wants to be better than everyone because she is. It’s pure hubris, unchecked ambition and “what even is that, how can I make it Cooler (more sparkly).” Mahtan and Finwe should run.
Obviously this gets a little toned down when her husband goes crazy over his three shiny-s. Obviously she realizes that considerations should be made before just rampantly making a thing when she sees what swords have done to her friends. I’m imagining it kind of like Walton in Frankenstien listening to Frankensteins story and thinking “ok it’s time to go back to my community because all consuming ambition has some pretty shit consequences”
Remember in some appendix some place they’re like “oh we mean wise but like,, only in being technically smart,,, these people were legit idiots” when talking about the Noldor? Yeah.
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Anaire: Look at their kids and her husband and just TRY and tell me she was a normal person. Like yeah they all pass for normal, especially considering their relations, but the moment things start going south they go straight to eagle flying and morgoth challenging. Anyways I never rally say Fingolfin as an aggressive influence so I guess what I’m trying to say is it had to come from somewhere and Anaire will wreck your shit. Like at elven thanksgiving dinner, when the whole family gets together, if there’s a fight theres a 90% chance it’s Feanor and Anaire going at it, 10 seconds away from the first kinslaying at all times.
Also this is a complete reach, but her name means holy or something like that, so I imagine she’s pretty tight with the valor. And she and Earwen are friends, so all I’m saying is that they are the Worlds Best Gossips and have shit on Manwe himself.
Please understand I say this all affectionately.
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Earwen: the one for who’s sanity a case could actually be made. She and Arafinwe are generally pretty removed from the drama, but that doesn’t mean they dont get visits. just imagine Anaire showing up to their house like “Arafinwe, you’ll never guess what your dumb brother is up to now. “ and then it’s time to play “is she mad at Feanor or Fingolfin” (plot twist it’s Findis’ husband)
Also I’m assuming she’s pretty forgiving because Arafinwe came back from the revolt of the noldor, and no one said anything about them having a divorce or something sooooooo… 100% uses it to get him to do stuff in later ages tho: “hey can we watch star wars” “no we watched it last week” “wow you’re really killing my dreams. Just stabbing them through-“ “star wars! such a great movie!! we should do a marathon!”
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Thanks for the ask!!! I really enjoyed it!!
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dragonageloree · 4 years
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Human
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Humans are the most numerous, yet also the most contentious of all the races of Thedas. Only four times have they ever united beneath a single banner, the last being centuries ago. The monotheistic faith of the Chant of Light plays a major role in human society. The majority of humanity in Thedas descended from numerous human tribes.
History
Both the elves and the dwarves claim that there was once a time when humans did not walk the land.[1] There is no mention of a time when the Veil didn't exist in human history.[2] The Chantry teaches that the Maker created the Veil before He created men.[3]
Some scholars believe that the first humans in Thedas came from the rainforests of Par Vollen many thousands of years ago, migrating south from the archipelago. The pyramids they built still stand to this day and are regarded by travelers to the region as true wonders.[4] Elven lore also states that humans first arrived in Thedas around -3100 Ancient[5] from Par Vollen to the north.[6]
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Tarot cards depicting a Human female and male in Dragon Age: Inquisition
The first human tribe, the Neromenians, divided into various tribes to become the progenitors of many nations in Thedas.[7] This tribe settled the entire coast along the Nocen Sea and subdivided into separate kingdoms: Qarinus, Tevinter, Neromenian, and Barindur, which ultimately united to form the Tevinter Imperium.
Humans in the lands of Tevinter used to worship a draconic pantheon of Old Gods, which are now said to slumber beneath the earth. The magister rulers of the ancient Tevinter Imperium who regularly talked to the Old Gods, engaged in a series of invasions in which they defeated the elven kingdom of Elvhenan and enslaved the race. Boosted by the sheer number of slaves, the Imperium conquered almost the entirety of Thedas in the next few centuries.
Eventually, the Imperium was challenged from the south by a barbarian uprising, the armies led by Maferath and his wife, the prophet Andraste.
Andraste brought the teachings of a new god, the Maker, and her word spread quickly. The oppressed masses of the Imperium rose up in rebellion to support the invading barbarians and eventually most of the south fell to their might. Andraste was not stopped in her Exalted March until she was betrayed by her husband: jealous of her power, Maferath turned Andraste over to the Tevinter archon and she was burned at the stake. The Chant of Light would say that the Maker turned his back on humanity when she died. He would only return and make the world into a paradise when the Chant of Light was sung from all corners of the world, and so the Chantry began to spread. The clerics of the Chantry were oppressed until the legendary emperor Drakon of Orlais converted and took up their cause, spreading the Chantry throughout all the lands that he conquered in its name. In modern times, the Chantry has spread throughout the known world, its power unquestioned even as it begins to give way to internal strife.
Despite internal strife, humans remain dominant across Thedas, with the exception of the underground kingdom of the dwarves and the Qunari islands to the north.
Culture
Humans are probably the most culturally diverse race in Thedas as they have half a dozen nations of their own, each with different customs and traditions.
Chantry
The education provided to those of the Chantry appears on par with that of nobles. Templar recruits are literate and are taught history.[8] The Chantry also produces a great deal of scholarship and research, the most notable scholar being Brother Ferdinand Genitivi.
Circle of Magi
The education of a mage is as extensive as that of a noble, if not more so. Beyond being taught to control their magic, a mage learns of the various schools of magic as well as languages, reading, writing, scrying, etc. Much like the Chantry, the Circle of Magi encourages scholarship and publishes the completed research.
Commoners
Commoners appear to receive little formal education in most countries in Thedas and many may be illiterate. City elves receive even less education than human commoners.
Ferelden nobility
Among the Fereldan nobility an education is typically provided by a learned tutor, such as Aldous in the Human Noble Origin. Noble Andrastian families may often have a Chantry Mother as a member of the household to attend to the religious education of the young.
Religion
Currently, the majority of humans in Thedas are Andrastians, though there are also significant minorities following other religions. For example, many humans in Rivain willingly converted to the Qun, and certain tribes of humans, such as the Avvar, still follow their own pantheon of gods.
Andrastians are also divided among themselves: while the nations of southern Thedas follow the Chantry led by the Divine, who is always female, in Val Royeaux, Tevinter has its own Imperial Chantry led by the Imperial Divine, who is always male, in Minrathous. The two churches are mainly separated by their views on magic and the roles of each gender: the Imperial Chantry is much more tolerant of magic (the Imperial Divine is actually a mage) and allows male priests to serve.
Major human nations in Thedas
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Human concept from Dragon Age: Inquisition
Anderfels
Antiva
Ferelden
Free Marches
Nevarra
Orlais
Rivain
Tevinter Imperium
Notes
According to dialogue between Oghren and Zevran Arainai, humans are 100 times more numerous than dwarves.[9] As there are over 100,000 dwarves in Orzammar[10] and their surface brethren match their numbers, this means that the total human population in Thedas is over 20,000,000.
Even though it is not common, there are unions between humans and elves. Their offspring would be elf-blooded.
All races in Thedas are said to live approximately the same length of natural life.[12]
Human society is largely inspired by Europe during the Middle Ages.[13]
Children between humans and dwarves are extremely rare because of the low fertility rate of dwarves in addition to the small chances of producing offspring with other races. Half-dwarves are shorter than humans but taller than dwarves. Furthermore, it is more common for such mating to happen with surface dwarves as such unions would be heavily stigmatized in Orzammar.[11]
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emathevampire · 4 years
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🖊
Amanthos is comically bad at hiding the fact that he’s undead… and yet the current party he’s travelling with has yet to call him out on his BS. Like, okay, he’s good enough at passing for living, but only in passing. If you spend more than a couple days with him, you’re more than likely to notice that even for one of his race, he looks a bit off colour. But NO ONE will call him out on ANYTHING, except for the fact that his eating habits (particularly his habit of eating things that are not food and may in fact be literal poison) are setting a bad example for the child they’re trying to cure of an eating disorder. So… here’s how that discussion went (it’s p long so i cut it for space). Victor, Amanthos, and Eridañe are my characters. Gelwyn, Livia, and Shiro belong to my players.
Context: The party has just killed a True Demon and is discussing how best to go about training Eridañe, the hate-spawned demon child they rescued from the Abyss, to fight, since her combat capabilities are pretty unimpressive once you take away the artifact that grants her a variety of terrifically evil spells. Victor and Amanthos are not exactly friends, but they’ll agree that working together will probably be the best option. Victor most begrudgingly, as he is extremely protective of Eridañe and does not like the “small annoying nerd man who smells like a dead hooker.”Shiro: “How many dead hookers have you smelled?”Victor: “Ha ha. Very funny.”Amanthos: “Well? How many?”Eridañe: “What’s a hooker?”Amanthos: “‘Hooker’ is a crass term for a person who—“Livia shoots all of them a dirty look and covers Amanthos’ mouth.Livia: "It’s nothing you need to worry about right now. How about we start your training once we get out of the sewers? Those monsters won’t stand a chance.“Victor: “I won’t tell you when you’re older. Anyway… what else do you know that smells like death and too much perfume? Besides little knife-eared nerds who talk too much for their own good?”Livia, suddenly nervous: “um.. I think that’s just the smell of… his perfume. It’s just… a fancy elven thing. Right Amanthos?”Amanthos, lying his ass off: “I have an intolerance for positive energy, like approximately a third of my race do. Some of the other effects of the affliction unfortunately include that wet corpse smell in humid weather… which I try to mask for the benefit of those around me.”Victor, not buying a single word of it: “Riiiiiiiiight.”Livia: “It’s not his fault he um… has a medical condition?”Victor: “Oh he has a medical condition alright.”Victor: “It’s called being fucking dead.”Amanthos: “HEY! I do NOT fuck the dead!”Gelwyn: “I don’t think that’s what he meant…”Amanthos: “Necrophilia is HIGHLY ILLEGAL AND IMMORAL I would never!”Victor, snickering: “Oh boy, sensitive subject? I see listening comprehension in this party is piss poor.”Amanthos: “…”Eridañe: “We would never piss on the poor!”
Livia: “Would you two stop it! We have enough to worry about without you two fighting!”Victor: “If we were fighting, your little boyfriend would already be dead, kid.”Victor: “But as you can see, he’s still in one piece.”Gelwyn: "No, Eridañe, he didn’t mean that he was pissing ON the poor. In this context, piss is an adjective that is modifying the word ‘poor’. You are correct, though, that we would never piss on the poor. That would be terrible behavior.“Livia, blushing, clearly embarrassed: "I like this conversation more, can we just teach Eridañegrammar for a while?”Victor raises an eyebrow as the smirk on his face grows more pronounced.Eridañe: “I’m… confused.”Gelwyn: “It’s alright, kid, almost no one else in this room gets it either. Remind me when we get out of the sewer to make you another gold star. For the effort.”Eridañe: “Yay! I love gold stars!” She pulls a chewed up wad of gold stars out of her mouth. “More please!”Livia: "Have those been in your mouth this whole time?“Eridañe: “…if i say no, do i get another one?”Livia: “You might get another if you tell the truth.”Victor: “Hey! We talked about this! Only food goes in your mouth!”Gelwyn: “… Ok… Going to have Dimas make the stars from now on. Out of something that’s supposed to go in a mouth.”Livia: “Wait, what are those made of?”Victor sighs exasperatedly: “I don’t know, but it’s better than the broken glass I caught her chewing on yesterday. Or the rusty nails from the day before that. Or just the straight up fucking dirt. Or poison she fished out of a rat trap. I swear I don’t know how she finds these things”Eridañe grins mischievously.Livia looks horrified.Victor: “It’s not funny. Stop that. Don’t you care that you could get seriously hurt?”Livia: “He’s right, if you keep putting stuff like that in your mouth you’re going to get sick or hurt yourself.”Eridañe: “But Amanthos eats whatever he wants all the time! Why can’t I eat paper flowers too???”Amanthos, who has been quietly relieved that the prior conversation had been forgotten up til now, is now caught looking mortified as he tries to subtly exit the conversation. Caught and dragged by the scarf, by Victor, whose eyes are glowing menacingly. Liva steps in-between and tries to separate them, but Victor has already gotten hold of him.Amanthos: “…in my defence, I never knew she was watching?”Victor, growling as he pulls Amanthos’ face up close to his: “Why am I not surprised that the phrase ‘you are what you eat’ is true once again, in the case of the man who apparently eats literal garbage and poison for sport?”Livia, pulling Amanthos away from him: “Eridañe, just because you see someone else eat something they shouldn’t doesn’t mean you can. Why not eat something that tastes better than glass or dirt?”Eridañe: “Food is evil, or it tastes bad and hurts you… why don’t you eat things that aren’t evil?”Eridañe: “If it tastes bad and hurts you, it’s not evil!”Livia: “Food definitely isn’t evil, where did you hear that?”Eridañe: “…i just know it.”Livia: “Would you believe me if I said I could find you food that is 100% evil free?”Eridañe: “Yes. But only if it looks gross, smells bad, tastes bad, and feels bad. The opposite things are evil and make you a bad person if you eat them.”Livia looks very confused and looks up at the party.Victor: “Wait a minute is this why you won’t eat vegetables? Because you think they’ll taste good?”Amanthos: “Fascinating…” Victor glares at him.Gelwyn: “Ok, new plan. When we get out of here and get all the pressing matters taken care of, we’re gonna have us a celebratory dinner. Think we’ve earned it. And we can use this as an opportunity to demonstrate some proper eating habits. I’ll ask that you trust me on this, kid, but you’ll find eating properly is a surprisingly important part of Stabbing Evil Things.”Eridañe: “But I am eating properly! You’re the ones that are wrong…”Gelwyn: “Let’s think about it this way. Who’s better at stabbing things, me or you?”Eridañe, smugly: “Me. You slash things.”Amanthos: “She does have you there.”Victor: “NOT helping.”Gelwyn shoves his greatsword straight though the dead Vermin Lord’s body.Gelwyn: “Ok. Who’s better at stabbing. Me or you?”Eridañe proceeds to do the same, and then pulls her rapier out the other side with mage hand. Eridañe: “ME.”Amanthos: “Okay, hold up, can we not desecrate a corpse please?!”Gelwyn frowns, and redirects his next attack into the stone wall, burying the adamantine blade in to the hilt. Gelwyn: “Me, or you?”Victor: “Kids, please, you’re both very good at stabbing, but can we remember basic sword safety before things—“Eridañe uses true strike to shove the rapier all the way into the wall through a crack in the brick.Victor: “—get out of hand???”Amanthos: “Oh no, why would we ever stop anything before it got out of hand. Fights, insults, whatever this devolved into… no, let us absolutely keep going until someone gets hurt or says something they regret.”Gelwyn: “Quiet Large Children, we are in the middle of a lesson. You can bicker by yourselves. So how far into the stone did you get, Eridañe?”Eridañe proudly shows that she got it all the way to the hilt, she just used the dexterity method as opposed to brute forcing it.Gelwyn: “Yes. And your blade is shorter than mine.”Victor: “She’s also much smaller than you are.”Gelwyn: “And if she wants to sass me with semantics, I’m going to call her on technicalities.”Victor: “Large children? I’m not the one engaging in pissing contests.”Amanthos nods. Victor yells at him to stop agreeing with him.Gelwyn: “That is literally what you and Amanthos were just doing. I’m attempting to demonstrate the virtues of proper eating habits. Stop interrupting.”Victor begins to open his mouth to contradict him, but stops and just glowers quietly in his general direction instead.Eridañe: “It’s not fair though! Your sword is bigger than mine! You’re cheating!”Gelwyn: “Here, you can use my sword then.”Eridañe: “No, you use mine so it’s fair.”Gelwyn: “If I used your sword, it’s probably going to break. You can use my sword without worry, though. Much stronger metal.”Eridañe: “No I can’t. It’s the wrong shape.”Gelwyn: “Because you aren’t good enough at stabbing yet.”Victor: “She’s not proficient with anything else yet… she is actually being honest. She’s not a proper fighter, she never trained with anything else.”Gelwyn: “Yes. So I’m the better stabber. Which she needs to admit.”Victor: “Arguably, yes, however not in a way she can meaningfully correct without a long delay in her training. And also not in a way that eating healthy will necessarily fix. Eating properly will help her use her own sword better, not let her use whatever sword she wants.”Eridañe: “If you’re better with my sword than me, then I’ll believe you. But nobody is better at stabbing than me! Nobody!”Amanthos: “I would take this challenge but something gives me this funny feeling I am already in enough trouble…”Victor: “Yes you are. Now sit down and shut up.”Gelwyn: “Ok, I’m going to abandon my demonstration, ‘cause nobody seems to be getting the point… Which was that part of the reason I’m so good at stabbing is because I make sure to eat properly. As good as you are, Eridañe, if you made sure to eat properly, you’d find it even easier. Is that something EVERYONE HERE CAN AGREE ON?!”Amanthos, Livia, and Victor all look down sheepishly and nod in agreement, along with quiet murmurs of “Yes, eat actual food, please…”Amanthos: “I… did not know that the habits I found tedious and exhausting to maintain were having an adverse effect on the most vulnerable members of our team. I failed to realise that keeping up with this particular one was a necessity for more reasons than the obvious ones. You have my sincerest apologies, and I promise to do better about it in the future.”Gelwyn: “Thank you… Now I need to sharpen my blade when we get out. Eridañe, you should let me check your sword, too. Metal weapons don’t hold up long against stone, even Adamantine and Mithril. Weapon maintenance is pretty much the "Eat properly” of swords.“Victor: “Oh, so now you think about that! Why do you think I was trying to get you two to cut that shit out in the first place?!”Amanthos, grinning: “Well, it is no wonder they failed to comply. Cutting would have been contrary to the objective of the contest they were engaged in.”Victor: “…I hate you.”Amanthos: “I know.”
In character, Amanthos is relieved that he’s gone this long without having to explain anything to the paladin, and that they’ve all been gullible enough to go along with the excuses he makes. He’s secretly honestly thinking he’s getting away with it. Out of game, however, me the DM is just like “HELLO? MAKE HIM TALK, DAMMIT!”
They’ve had every opportunity to interrupt one of his 8-hour bubble baths and find this nonsense happening. They’ll have more than enough opportunity to ask why, when told to restrain enemies until they can be questioned, he tied them up with black silk rope and chains in a way that implies he only has ranks in Use Rope for kinky shenanigans. They have every reason to question his motives and his character. But they won’t. I’ve been reduced to having other NPCs ask the obvious questions because the gang is so incredibly resistant to my attempts to quietly stir up drama. I am literally dying over here begging my players to make him spill the tea, while Amanthos sits at the table sipping it smugly and feeling altogether far too pleased with himself.
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ifartconfetti · 5 years
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where did kettu come from then?
When i was like... really young - like 10. I got my first computer. There was a website called the Kindernetz (Children’s Net). It was a website safe for kids (you even needed to mail (not email) them a parental consent form to join. It was a really big platform and one of its features besides forums and having your own homepage was a really great roleplay system. You could on the mainpage set the setting and general plot outline, then there was a character tab where the roleplay owner could add characters. And the roleplay tab itself where the action happened. All roleplays were read by adult moderators and if your roleplay had bad themes or was simply not good enough they would write you a text how to improve your thing. You know, webspace was really expensive back then.
It was like, distantly supervised independence for young kids like myself. Anyways, I met my best friend at that time on there (who came from a different german-speaking country than me, actually!). After a few roleplays i deleted (because you could only host one roleplay on your account! you could join multiple, though) I came up with Gaia’s Tree with her.
By the time we wrote Gaia’s Tree we were like, 15 or something already. It turned into a multi-year project with over 100 characters, an extensive world map that challenges universes like LOTR, diverse cultures, multiple countries with their own unique backgrounds, serveral races, serveral mythologies, multiple storylines. You get the idea.
Kettu was my character and a god (or demigod? Trickster god? something like that). Kettu is one of the children of Gaia. It is believed in folklore that Gaia fell ill after she was cursed by one of her own children once. 
That’s where the first protagonists start out: The young prince Avenir and his friend/crush the human Sira notice the magic in the world is doing weird things and is becoming weaker. They find a map that can only be read in moonlight by accident in Sira’s father’s library (he’s a dick and owns rare stuff that actually belongs to the elves and aquired these things through pillaging). Humans and the nearby elves are not on good terms so Avenir and Sira are kind of a forbidden friendship. As protagonists do, they head out to find the dragonpeople the map tells them about. Of course. Long story short, they do that, solve a few adventures, talk to people. Find themselves in a forest of eternal winter. Everything is frozen as fuck. They kind of wonder how they are supposed to find a child of gaia in this frozen-over hell. Figure the lake looks frozen enough to walk over. In the middle of the lake thered this patch of orange red fur just below the ice, frozen. That’s kettu’s mortal body. Being essentially a lich. Of course they do not like 2 teenagers being this close to their body and they crack the lake in an attempt to drown them. Sira managed to run quickly enough. Avenir almost fucking died. Sira being the more eloquent of the 2 managed to intrigue Kettu into coming with them to heal the tree.
Kettu had their own plans, of course. Follow them home, and hang out. Being a shapeshifter they managed to fuck with the other dude (caleb, a farmer boy and childhood friend of sira) who has a crush on the girl Sira and trick him into hating Avenir BIG TIME. Shit hits the fan hard enough that war between the human village and the elven settlement almost breaks out. They manage to uncover Kettu’s lies. Make them feel really bad. Save the tree. Sira ends up dating both the elven prince and the farmer boy bc they are both stupid dorks. Happy end for this storyline. At least until the 2 humans reach the end of their lifetimes and avi is left alone as a depressed sad elven king who then decides its time to die so he lays down and just perishes, as elves do in that universe. Let the forest re-claim them. Some say kettu is still fucking people over elsewhere, or something TLDR kettu always was a dick 
SORRY THIS GOT REALLY LONG
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loretranscripts · 5 years
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Lore Episode 5: Under Construction (Transcript) - 4th May 2015
tw: nothing I can think of! This one’s a nice one (but ask if you think anything should be tagged)
Disclaimer: This transcript is entirely non-profit and fan-made. All credit for this content goes to Aaron Mahnke, creator of Lore podcast. It is by a fan, for fans, and meant to make the content of the podcast more accessible to all. Also, there may be mistakes, despite rigorous re-reading on my part. Feel free to point them out, but please be nice!
On the south-west corner of Iceland, just to the south of the city of Reykjavik, is a small peninsula that juts out into the cold waters of the north Atlantic. It’s known as the Álftanes peninsula, and although few people live there, the local government recently decided to connect this small stretch of land to the town of Garðabær, a suburb of Reykjavik. Last year, however, construction on the new road was brought to a halt. Standing in their way was a massive rock, 12ft high and weighing an estimated 70 tons. According to highway department employee Petur Matthiasson, the rock has presented an unusual challenge to his department’s construction project. Now, you have to understand something about Iceland. Much of the region is a vast expanse of sparse grass and large volcanic rock formations. The ground literally boils with hot water at springs and geysers, and the sky seems to be eternally grey and cloudy. So, it’s important to recognise that there are hundreds, maybe thousands of these volcanic stones along the construction route. So, what could possibly be so important about this one, particular stone? Why would the highway department go to such lengths, even covering the expense of hiring a crane, just to move the stone to a safer location? The stone, they say, is inhabited. It is, as it has been for many long centuries, home to the Huldufólk- the “hidden people”. They are the size and shape of humans and live in much the same way that we do, except, of course, they’re invisible. I’m Aaron Mahnke, and this is Lore.
In the late 1930s, another road construction project in the same area of Iceland was planned to cut straight through a hill known as Alfholl. From the beginning though, the project was met with challenges. First, the money for the project simply ran out, and when funding resumed a decade later, construction encountered even more problems. The machines that were used to cut through the hill started to break at an unusual rate. Tools were damaged and lost. In the end, the road was simply built around the hill to avoid the digging altogether. When the road was due for updating in the 1980s, the notion of demolishing the hill was, again, brought up, and this time more machinery was brought in to drill through the actual hill. After the first drill broke, another was brought in, but it too stopped working. After that the workers themselves even refused to bring any of their own tools near the hill out of fear that they would be lost or broken by the Huldufólk who guard the place. Iceland is a culture that is teaming with references to this invisible society of human-like creatures. In a recent survey, more than half the people in the country (54%, in fact) said that they believed in the existence of these creatures. But who are the Huldufólk?
According to one Icelandic folk tale, the hidden people can be traced back to Adam and Eve. According to the legend, Eve had a number of children who she hid from God. But God, being omniscient and aware of everything that happens, found them anyway. In the story, God declared that what man hides from God, God will hide from man. As a result, these children of Adam and Eve vanished from sight and have lived alongside humans ever since, hidden from our eyes. Wherever they came from, Iceland is apparently filled with them. They are described as being the same size as humans, usually clad in 19th century Icelandic clothing, which is often described as being green and simple. The people of Iceland have another term for these creatures, though. They don’t use it as often as Huldufólk, because they feel it’s not as respectful to the hidden people, but it’s a word we all know, and its history and meaning run very deep. They call them… elves.
When we think of elves, most of us imagine the little people who help Santa Claus in his workshop at the North Pole. We picture tiny people with pointed ears who wear tall, pointed hats. But that vision of elves is actually new, dating back only to Victorian Era fairy tales, when French stories of fairies were mixed and confused with more ancient tales of elves from the Celtic, Germanic and Scandinavian peoples. The oldest records of something resembling elves are from Anglo-Saxon England and medieval Iceland, though there are some records that exist from Germany as well, and the characteristics are consistent across the continents. Elves were described as human-like; that they were once divine creatures of some unknown origin, and that they were very, very dangerous. In Norse Mythology elves were mainly thought of as females who lived in the hills and mounds of stone. The Swedish elves were said to be beautiful girls who lived in the forest with their king, and Scandinavian folklore describes them as fair-haired, dressed in white, and dangerous when offended. In fact, in many folk tales elves were given the role of the disease spirits. An elf could inflict horrible skin rashes on the one who offended them, and the term was called an “elven blow”. The only way to calm and satisfy them was to actually visit their homes, often a large pile of stones or a large stone in the woods, and leave them an offering of food. Elves, you see, were dangerous.
At first, elves were simply thought of as mischievous pranksters. Anything odd that happened during a person’s day could be blamed on elves. A tangle in a person’s hair was called an elf-lock, and birth marks were referred to as elf-marks. Elves had a darker side, however. Much like their cultural counterparts in other countries such as hobs, leprechauns, hob-goblins and trolls, elves were known to be highly dangerous. A deeply common thread through all cultures is how easy it is to offend them, and how terrible the consequences might be if that happened. One such tale was that of the “changeling”. According to legend, elves would invade the home of new parents and swap out their infant child for a small elf. Now, while the human baby would be wonderfully cared for back in the home of the elves, the surrogate that was left behind – the “changeling”, it was called – would be fussy and unhappy. In Iceland, there are tales of Huldufólk who kidnapped adults, who are then taken back to the hills to work for the hidden people. In their place, the Huldufólkleave emotionless, hollow copies of the ones they take. It was said that if someone you knew underwent a severe personality change, becoming depressed or listless, it was because they had been replaced by the elves. It was also believed that elves could enter the dreams of a sleeping person and cause nightmares to happen. In fact, the German word for nightmare is alpdrücken, which literally means “elf pressure”. You see, if it was horrible, unexplainable or tragic, there was always one easy explanation that dominated medieval minds: blame it on the elves.
But what if these were more than just folktales? If so, that might explain the incredibly similar stories that exist among the native tribes of the American north-east. In 2011, a non-profit housing developer in the United States began the final stages of their plan to build a $19 million, 120 unit construction project known as “The Villages”. Everything about it looked promising. It would generate roughly $1.5 million in tax revenue for the town of Montville, Connecticut, it would create over 100 construction-related jobs, and once completed, would actually provide affordable housing for scores of local families. Now, because the “Villages” project was a non-profit endeavour, the development company applied for federal funding to offset their costs. As a requirement for the funding process, the developer was required to complete an archaeological survey of the 12.2  acre parcel of land, and that’s when they hit a snag.
The proposed building site, it turns out, encroached on Mohican tribe property. The Mohican people were an offshoot of the Pequot tribe, originating in 17thcentury Connecticut. They had deep routes in the area, and naturally parts of their historic past are still present today. Among the sensitive archaeological sites that the Mohican tribe claimed were at risk were Fort Shantok, Moshup’s Rock, and Mohican Hill. None of those historic sites are unusual in any way, but when the tribal historic preservation officer for the Mohicans presented their case to the Federal Housing and Urban Development Department, there was one complaint that stood out among the others. Creatures, they claimed, lived inside Mohican Hill. The construction project threatened their lives, and unless it was stopped, the “little people”, as they called them, would disappear, leaving the tribe unprotected from outsiders. The tribe has long believed in the existence of creatures who they call Makiawisug - the “little people”. The stone piles on top of Mohican Hill were said to have been built by them long ago, and served as protection from the outside world. These Makiawisug have remained inside the hill ever since, guarding the stones and protecting the tribe. These were powerful creatures that could protect and preserve the tribe, but if ignored or treated poorly, could also bring great harm and chaos, and so naturally the Mohican people became very good at managing their relationship with them.
One of the most prominent Mohican tribe members of the last century was a woman named Gladys Tantaquidgeon, who passed away in 2005 at the age of 106. She was a 10th generation descendant of the Mohican chief Uncas, a prominent colonial era leader, and was also a tribal medicine woman. Her role included maintaining her tribe’s knowledge of the Makiawisug, and how to interact with them. According to Tantaquidgeon, there were even four non-negotiable laws for dealing with the “little people”. First, serve and protect their leader and matriarchal deity, Granny Squannit. Second, never speak to them in the summer months, when they’re the most active. Third, never stare directly at one, or else the creature would become invisible and steal your belongings. And finally, leave them offerings from time to time. And so, to this day, the Mohican tribe continues to make offerings to these creatures and hopes that they will continue their role as protectors and guardians of the tribe. It is traditional to leave them an offering of cornmeal and berries, and sometimes even meat. Sound familiar?
The vast majority of people in the world don’t really believe in the existence of elves or hidden people living in the bones of the earth. One explanation as to why Iceland is different, though, actually has to do with the Vikings. You see, when they conquered a city, the Vikings had real life enemies to focus their hatred on. When they settled Iceland, however, no one else was there to be defeated. Perhaps the Huldufólk provided the excuse that the Vikings needed to feel like conquerors in a land with no native inhabitants. Other scholars believe that elves represent our connection to the earth of old. They are sort of a primitive environmentalism, a reminder of the way life used to be before urban sprawl and manufacturing left its mark on our world. Whatever the reason, our ancestors firmly believed in these other-worldly beings who could bless or curse them at will. Elves served as an excuse for the unexplained; as solid ground when nothing else seemed to make sense. We might laugh it off from our modern point of view today, but centuries ago, elves literally gave people an opportunity to hope, or a reason to be afraid.
And remember Petur Matthiasson, the highway department employee in Reykjavik, Iceland? He’s made it very clear to journalists that he doesn’t believe in elves, but that doesn’t stop him from telling an odd story to those who ask. Apparently, his family came from the northern side of Iceland long ago. There, in the wild north country, the family claimed to have had a protective elf who brought good fortune to them. When they moved south, the family elf remained behind. Petur recalled going on a camping trip in the north some years ago. Before he left, his father asked him, while he was there, to go and pay his respects to the elf and to thank her for the help she had given his family. Not being one to believe in the old stories, Petur claims he forgot. The next day, however, despite an overcast sky and wet drizzle, he woke up sore and blistered by what he described as something like a sunburn. In fact, he could barely stand. Did Petur experience some random, mysterious dermatological episode, or was he the victim of an elven blow from an angry family patron. Like his ancestors, the easiest explanation might just be the most otherworldly.
Lore is a biweekly podcast and was produced by me, Aaron Mahnke. The music in this episode was written by Dexter Britain – be sure to check him out on Soundcloud. Lore is now on Patreon! For as little as $1 each month, you can help Lore become a self-sufficient podcast. There are some fantastic rewards for those who do, so visit lorepodcast.com/support to learn more. And if you enjoy scary stories, I happen to write them. You can find a full list of my supernatural thrillers, available in paperback and ebook format, at aaronmahnke.com/novels. Thanks for listening.
Notes
1. This theory about Vikings needing victims seems a bit off, given that there is plenty of evidence for peaceful interactions between the Vikings and other groups. Also, the first settlers were not “Vikings” as such, who were largely displaced wonderers, but were in fact settled men of power in Norway most likely. Their motivation isn’t known, but most likely had more to do with a desire for more power and independent control, and less to do with conquering.
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moonlightsdreaming · 6 years
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Let Me Tell You About The Silmarillion (pt 6/12)
PREVIOUSLY:  So now you have a better idea of who Feanor was and who his sons are and the half-siblings he had, lets talk about the children of those half-siblings because they actually have the bigger chunk of the family tree. I like to use 5ummit's Elven Geneology post because it's very easy to read and is helpfully color-coded by Elven culture!  (Which can provide context a lot of the time.)  As you can see, Feanor had a crapload of kids (seven is a HUGE number for Elves, probably the most any parents ever had) but only one of them managed to have a child of their own and he's dead, too.  He's really, really dead.  ):  We'll get to Celebrimbor feelings later, though. So, Feanor had two half-brothers (and two half-sisters, but Tolkien never told us much about them) named Fingolfin and Finarfin.  The real problems were between Fingolfin (because he was the next oldest son and because people generally liked him better on average) and Feanor, those two did not get along.  Finarfin is generally depicted as being a little too young to get in between them and was generally more on Fingolfin's side because, you know, not a batshit rage monster in their eyes.  (I'm being harsh.  They loved Feanor, I choose to believe.  He just was not easy to get along with and was mad a lot of the time.  My Fingolfin feelings are showing.) Fingolfin had four children--Fingon, Turgon, Aredhel, and Argon.  You can semi-forget Argon, he doesn't play a huge role and died pretty early on. That’s harsh.  But sometimes you gotta be harsh to get this shit straight in your head. You'll remember Fingon from the Maedhros part of the story.  (Though, he does a lot on his own, too!)  And Aredhel is awesome, we'll get to her eventually.  All four of them came to Middle-Earth with their father. Finarfin had four children as well--Finrod, Angrod, Aegnor, and Galadriel. While Finarfin turned back home when Feanor burned the ships, his children all followed their uncle Fingolfin to Middle-Earth.  You'll know them because they were the ones with the pretty golden hair that they got from their father (Finarfin), who got it from his Vanyaran mother Indis (Finwe's second wife) and that coloring was passed down that family like HARD.  The two ones to watch in this family line are Finrod and Galadriel.  However, Angrod is important because he's the father of Orodreth, who is then the (possible) father of Gil-galad, who will be important later because I have feelings about him. Quick summaries of these Elves: FINGOLFIN:  Half-brother of Feanor, generally more reasonable in temper, but don't cross him, DON'T DO IT.  Decided to go to Middle-Earth against his better judgement because he didn't want to abandon his people to Feanor's whims.  It's not 100% clear who was and wasn't involved in the Kin-Slaying of the Teleri Elves, but I don't believe Fingolfin himself was involved.  (Feanor and his people attacked, then Fingon and some of Fingolfin's people came up, saw the battle, misinterpreted it and assumed the Teleri attacked the Noldor or that it was a mutual battle and so joined the fight.)  When Feanor burned the ships (after getting to Middle-Earth while everyone else was still back in the Blessed Realm), Fingolfin and his people were furious with Feanor and ashamed of their behavior up to this point, so they couldn't bring themselves to turn back to face the Valar and other Elves and instead kept going across the GIANT ICE BRIDGE TO THE NORTH which took them 30 years to cross on foot and a lot of them died along the way, but they were goddamned determined. When they got to Middle-Earth, Fingolfin marched right the fuck up to the doors of Morgoth's fortress and directly challenges that fucker, because THAT IS HOW FUCKING MAJESTIC FINGOLFIN IS.  And because Fingolfin is 100% amazing, Morgoth stayed inside and wouldn't come out. Amazing. So, because Morgoth was apparently cowering in his fortress because FINGOLFIN WAS TOO AWESOME FOR HIM, they eventually left to go find the rest of the Feanorians, but things were kind of tense, because you know Feanor got himself killed by a thousand Balrogs almost immediately and the rest of the Feanorians were not quite as batshit as he was so they each camped on one side of a huge lake and just sat there, probably muttering angrily in each others' directions while sitting on their thumbs.  Picture the most passive aggressive camping trip with you and your extended family, where nobody’s sharing their fucking smores or helping to find firewood for the other side or lending someone an extra sleeping bag, but you’re not outright murdering each other yet, and then dial it up by like a million and you start to get the picture. Eventually, though, Fingon rescues Maedhros, who abdicates and Fingolfin becomes High King of the Noldor and proceeds to wage war on Morgoth for FOUR HUNDRED YEARS.  A lot of people died because of this (well, other stuff happened along the way, but broad strokes) and eventually Fingolfin said, fuck it, I'm gonna go challenge that fucker again, and rode out to Morgoth's fortress alone and challenged him to single combat. Now, here's the thing about Morgoth--he's the mightiest of the Valar, there's no one in all of creation that's stronger than him, except for Eru himself.  Sure, there are 14 of them, so he's no match for all of them together, but one on one, he's the strongest of them all.  And no matter how mighty an Elf is, they cannot possibly ever be as strong as a Vala.  But Fingolfin doesn't care about that, he still rides out there and they have a mighty battle.  It's no contest, really, but Fingolfin does not go down without a fight and he's so badass that he manages to wound Morgoth seven times, then struck one last blow to Morgoth's foot and that fucker walked with a limp forever after that because FINGOLFIN IS JUST THAT AMAZING. I have a lot of Fingolfin feelings, okay. Shit, that got long.  Now I'm going to have to break this up. NEXT TIME:  THE REST OF THOSE ELVES WITH ALL THE NAMES AND STUFF.
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amynriel · 6 months
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В надежде на потомков-брюнетов охмурил бывшего одноклассника!)
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Опачки! Двойня!
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Вот только надежда на брюнетов - не оправдалось. Пошли в папульку.
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№ 56 и №57 Таривол и Элласар Крейн, добро пожаловать!
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jeragar · 3 years
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Homebrew Race: Pagheim Elf's
Hey i want to see if a homebrew race of mine is well balanced, please leave a comente and don't repost this. This race is a custom race for my book. It is not complete yet, but i would like some feedback
Pagheim Elf's
"Ishvalda gave us new life, but at great cost"
The head monk, Sarutobi, was finishing his prayers in the temple, remembering one of the most important verses of their sacred texts. He looked around the other members, all their heads shaved,  a reminder of their simple lifes. After a brief pause he proceeded: "But the cost of immortality as worth it, so we could enjoy a life full of challenges to overcome and wonders to surprise us". We joy they thanked the food and enjoyed their breakfast. So we also did, since we were their guests.
- Verse from the diaries of the Halfling Willian Adams
Cites tall as trees and made of intricate carpenter techniques, great swordsman and martial artists along sages and gurus are just a few of the things that define aspects of the elven cultures. Even though divided by land, faith, magic and tradition, all still respect Ishvalda gift that is their new life. Well, mos of them at least.
Similar but different
They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds, but can easily become heavier if given them enough food. Males and females look almost the same, and males are only marginally taller than females. Elves’ coloration encompasses the normal human but rarely are in lighter colors and also includes skin in shades of copper and sometimes ebony. They favor elegant clothing of silks in bright colors, and they enjoy simple yet lovely jewelry and well made wood craftsmanship.
The price of true life
Before Ishvalda the elves were immortal in the fay, however their lives were devoid of purpose. Ishvalda offered them a new life in the material plane in Pagheim, however they had to sacrifice their immortality and the possibility to return. At first they lived for 700 years, now they can't pass the 250, same as the dwarves of Pagheim who once lived for 400 years. Besides that they lost the ability to return to the fey when they die and often prefer to reincarnate, to become a perfect soul and one day return. Such ideals made their cultures revolve around perfection and self improvement and companionship. Even the lowest thief will try to be the best and strongest, and will die to protect his friends (if he is honorable).
Five kingdoms first, three left
Elven kingdoms can be divided in five groups: The island of the Kaze Yōsei or wind elfs, the jungle kingdom of the Aag Yoginee or fire elfs, the half country of the Kkoma Yojeong, the small communities and temples of the Yù Jīnglíng and the mysterious kingdom of the Dark elves. Due to their distance and long tragedies, most of their culture became fractured in many diverse and unique ways. The wind elfs prefer to avoid overuse metal due the lack of it in their islands, while the jade elves covered their palaces in gold. Since the destruction of their kingdom, alongside the kingdom of the river elves, there isn't a jade nor river elf government. But if there is something they agreed is that the dark elves are weird and melodramatic.
In search for something
Elves that take on the adventure life when they are in search of something. It can be becoming the best warrior, the greatest sage, the greatest pirate or even the best cook. The desire of being the best at something, helping the people or of surpassing their own expectations is what drives the elves of any nationality to go adventuring. Sometimes Honor will be one of the key factors for them oher the desire to connect with the world. Searching for their place in the world is what drives them.
Brave but intense
Even though they make the best martial artists, they tend to be extreme in some aspects. Be it in their tales or themselves they always expect a lot from the other races, witch causes them to sometimes see the others as either not strong, graceful or espiritual as them. Still, they know when someone is worthy of respect.
Dwarves "Strong, but stubborn. How they manage to stay alive if they fight a lot against each other surprises me. Then again, it was the discord of the jade emperor that made most of our people die in the tragedy of jormungand. They are also worthy smits, since they have the best metals"
Humans "Confusing and disorganized most of the time. The ones form the desert and of darkish skin are extremely beautiful. Sure they have a more organized political system and good warriors, but they never have been in civil war for over a century." 
Dragons "Brute, rude and sometimes crazy. Is easy to be surprised by their skalds singin of their battles, their art and brave warriors. They might be simple compared to us, but they are honofull and they respect worthy foes. Wish they could be like our lungs though."
Elven names
Elven names vary with their subraces, but all are well thought and have deeper meaning. The Kaze Yōsei, Kkoma Yojeong and Yù Jīnglíng firts say their family name then their first name, mostly referring the children by their given name, but the Aag Yoginee say the family name first then the initials of their given name. Only the dark elves follow the rule of given name first and family name last, but for other reasons. Your names are defined by the elven culture you were raised by.
Elven traits
Your elf character has a variety of natural abilities, the vestiges of your fey origins.
Ability Score Increase. Your Dexterity score increases by 2.
Age. Although elves reach physical maturity at about the same age as humans, the elves stop aging naturally when they reach 50, and they can live up to 250 years.
Alignment. Elves love freedom, variety, and self expression, but they do it so through either chaos and order, same as the world. They value and protect their own freedom, and they are more often neutral than not. The Dark elves are an exception; their self-exile into the Underdark has made them more chaotic. 
Size. Elves range from under 5 to over 6 feet tall and have, sometimes, slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet. 
Darkvision. Accustomed to the dark nights and the adoring the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Language. You can speak, read, and write Common and Elven. Elves do not possess a common language between themselves, but their spoken languages can be understood by the other members due their roots. 
Subrace. Due to tragedies and geographical preferences they became divided in five main subraces: Kaze Yōsei (Wind elves), San Yojeong (Mountain Elves), Aag Yoginee (Fire elves) and Yù Jīnglíng (Jade elves). Choose one of these subraces.
Aag Yoginee (Fire elves)
One of the oldest elven cultures and the one that gave origin to the mountain orcs, due their faith in Ishvalda. Passionate and driven by faith the Fire elves are now for their spirituality, as well for their combat techniques. Their bodys are flexible as the vines from their trees, their culture is well rooted in the belief of reincarnation and futility for material conceptions and illusions such as wealth, gender and class. That unfortunately doesn't stop them for having a caste system among themselves. They generally have darker or tanned skin, hair dark as the night or withe as ivory and eyes of darker colors.
Ability Score Increase. Your Wisdom score increases by 1.
Elven weapon training. You have proficiency in short-swords, scimitars, hand crossbows, hand axes and long crossbows.
Yoginee yoga. Your unarmed attacks possess the reach property, you also don't need to sleep, you stay in a trance semiconscious, for 4 hours a day. After that you gain all the benefits that other humanoids do from 8 hours of sleep.
Gift of the chakras. Due to the teachings of Ishvalda and the many incarnations of Shiva, the first Aag Yoginee, you possess the ability to reach one of the seven chakras in your body and have special abilities granted by them. However the process is imperfect so you can only have one chakra activated at first. When you reach 5th level you gain the ability to change between chakras after a 8 hour long rest. Chose one of the following:
Muladhara. The "root" chakra. Those born with this chakra unlocked are innate survivors due this chakra connection to the earth. You have advantage in saving throws against being frightened as you are no longer blocked by fear. You know the cantrip Mold earth. At 3rd level you can cast the Sanctuary spell once without expending a spell slot or using material components.
Svadhishthana. The chakra that establishes the "self". Those with this chakra unlocked are happy as they follow the flow of the river, same as the water the chakra represents. You have advantage in saving throws against being Charmed since you are free of worries and guilt. You know the cantrip Shape water. At 3rd level you can cast the Expeditious Retreat spell once without expending a spell slot or using material components.
Manipura. The brightest chakra "the jewel city". These chakra might be the best to represent the fire elves' way of living, be it represented by the element or by giving strong will to their bearers. You have advantage in Constitution saving throws as you no longer feel ashamed of yourself. You know the cantrip produce flame. At 3rd level you can cast the Absorb elements spell once without expending a spell slot or using material components.
Anahata. The chakra of those who are "unhurt". The chakra of love and purity, those born with this chakra unlocked are free of grief and able to love many others. You have advantage in wisdom saving throws as you no longer feel grief of having old loves. You know the cantrip gust of wind. At 3rd level you can cast the Charm Person spell once without expending a spell slot or using material components.
Vishuddha. The chakra of space and of the "Purest". Those born with this chakra unlocked are trustworthy and hard to deceive using lies. You gain proficiency in Perception checks as you no longer are blocked by lies. You know the cantrip Word of Radiance. At 3rd level you can cast the  Detect Thoughts spell once without expending a spell slot or using material components.
Agya. The cakra of "Command". Those born under this chakra no longer are tricked by the illusions of the material world and live knowing the truth. You gain proficiency in insight as you unlock the third eye. You know the cantrip Mind Sliver. At 3rd level you can cast the Augury spell once without expending a spell slot or using material components.
Sahasrara. The "thousand-petaled" chakra. These chakra might be the best to represent the fire elves' passion of comunion among the cosmic power of the universe. You gain proficiency in Religion as you no longer feel attached to the material world. You know the cantrip Resistance. At 3rd level you can cast the Enhance Ability spell once without expending a spell slot or using material components.
Kaze Yōsei (Wind elves)
Chosen to live in the mysterious islands close to the dragon and dwarven kingdoms, they are persevere and almost as passionate as the fire elves. The wind is your guide, as well as the elements surrounding them. The mysterious spirits surrounding them as well as many years of conflict have forged them into a proud and strong nation. Sometimes hornful others cunning, their origins always help shape their destinies. Hair dark as the coal and skin mostly withe and blue eyes on the north, hazel in the south and brown in the middle, they are different as they come.
Ability Score Increase. Your strength score increases by 1.
Elven weapon training. You have proficiency in longsword, shorts-word, Quarterstaff, spear and longbow.
Spirit of Kaze. You gain an extra 5ft of movement and also when you are reduced to 0 hit points but not killed outright, you can do one action before losing your consciousness. The action can not be class related (like two extra attacks) and you can only do it once per long rest.
Yōkai marks. Due to their faint connection with the spiritual and elemental side of the fey, mostly by the high spirits known as Kami, the Wind elves are born with a special mark and the presence of a yokai companion. Each mark reflects the Yokai main characteristics. You can always invoke your Yokai as if by the spell find familiar, without expending material components or having to cast a one hour ritual. However they have the following limitations:
You can't change the appearance of your Yōkai unless you have the mark of the trickster. If you do they can change once per short rest.
The Yokai stats and skills are the same as the creature he looks like, but he knows the same number of languages as you.
The Yokai can't interact with anything physically.
The Yokai appearance is related to the type they are. If you have the mark of the mimic your Yokai looks like an average object, if it is the mark of the trickster they might look like a fox or a tanuki for example.
You can't cast any spell through them, unless they are spells related to your mark. Those they can cast the same amount of times as you.
Their size can't be higher than medium, unless you have the mark of the colossus.
The Yōkai have only one action and bonus action, however they can use your class passive abilities and actions that don't cause harm or are not used to attacks (such as rage and extra attack), or that affect or give the ability to cast spells.
All yokai have darkvision of 60ft and flight speed of 10ft (unless they are an animal that can fly).
Chose one of the marks bellow, and work with the DM what Yōkai you have for their appearance and quirks:
Mark of strength: The strength of the mighty Oni, or the terrible Mazoku now reside inside you. Once per long rest you can use your bonus action to make yourself count as one size larger and gain advantage in all strength based rolls, attacks included, for one minute. At 3rd level when you use your transformation your appearance changes to something more unnatural (extra eye, one horn etc) and you gain a claw attack that deals 1d4 plus your strength modifier. At level 5 your transformation now grants you the ability to subtract 1d4 damage from any damage that isn't psychic and add 1d4 damage to all your strength based attacks.
  Mark of the trickster: Be the mark of a Kitsune, the Tanuki or the Bakeneko you are born with magical trikery abilities. You gain the Prestidigitation cantrip and the minor illusion cantrip. At 3rd level you can cast the spell Disguise self at will without material components. And at 5th level you can cast the spell alter self once per day, but the spell can also change your size and basic shape, doing so doesn't give you the abilities of the race or change your stats, it also reduces your movement to 20 ft if you grow larger or smaller than your natural size. 
Mark of the elements: The power of the mighty Tengu or the weather abilities of the Ame Onna, you are gifted with their elemental based abilities. At first level you chose two of the following cantrips: Control Flames, Produce Flame, Shocking Grasp, Thunderclap, Druidcraft, Mold Earth, Gust, Thaumaturgy, Acid Splash or Ray of Frost. At 3rd level you gain the ability to cast one of the following spells once per day without expending a spell slot: Burning Hands, Catapult, Chaos Bolt, Create or Destroy Water, Earth Tremor, Faerie Fire, Feather Fall, Jump or Thunderwave. At 5ft level, once per log rest you gain the ability to either gain a fly speed of 10ft, be able to breathe underwater, use the hellish rebuke spell once per turn, gain a +1 to your total AC or cause one extra 1d6 lightning damage for one minute.
Mark of the colossus: Be the mighty Nurikabe, the dreadful Gashadokuro or the gargantuan Bakekujira, you share their size. At first level you gain one extra feet to your total size, you also can't be grappled by anyone that isn't larger or above. At 3rd level you can cast the Enlarge/Reduce spell without expending a spell slot or material components and you don't need to concentrate on it, but you can't cast on anyone but yourself, and you can only cause the enlarge effect. At 5th level while in your enlarged form, you can now add 1d6 damage to any strength based attack, if you fal on someone you cause 4d4 bludgeoning damage, but you can only move 15ft while in the enlarged form.
Mark of blood lust: The kamaitachi possesses a contradictory nature, being able to harm as well as heal. Now you share one of those traits. At first level you must choose either blood or balm:
Balm: Once per turn you can use your reaction to heal anyone you can see at 60ft with one 1d4. 
Blood: Once per turn you can use your reaction to cause 1d4 extra damage when you succeed on one attack roll.
At level 3rd level depending of what you chose before your ability is replaced by the following:
Greater Balm: Once per turn you can use your reaction to harm yourself 1 hit point to heal an ally 1d6 hit points, you can not do it to yourself.
Greater Blood: Once per turn you can use your reaction to harm yourself 1 hit point to gain 1d6 extra damage to your next attack until your turn ends.
At level 5rd level you gain one ability based on what you chose before:
Self Balm: Whenever you use your Greater balm ability you can now heal yourself a number equal to half the hit points healed, as the karmic response of your actions are rewarded.
Healing Blood: Whenever you cause damage to an enemy using your Greater blood ability, you recover a number of hit points equal to half the damage you caused him, as you lick the blood of his wounds
Mark of the mimic: The power of the Tsukumogami, or objects with spirits, are given to you, even though not good for combat it is great for espionage. At first level you gain proficiency with a set of artisan tools related to the object that is your Yōkai (Wood carving for Kasa-obake and Chōchin-obake) if you already have proficiency in the tools related to your Yōkai you can chose another one. At 3rd level you gain the ability to assume the shape of the object that your Yōkai is shaped. While in the from of the object the following things happen:
Your max hit points is one.
Your total AC is 10. 
Your total speed is 10ft.
You can't cast spells because you can't talk or do any somatic movements.
You can only do one action and bonus action and use your passive class abilities.
You keep your equipment but you can use it.
You can only look like the object of your Yōkai (Umbrella, lantern etc) and you can't change it for another.
You can do this a number of times to equal your proficiency, after that you must take a long rest before you can do it again. At 5th level your ability to become your Youkai object evolves, you now have the following benefits:
When you roll for stealth you count as if you had expertise on it.
Your max Hit points now is 5. 
You can now use objects as your arms can now appear and disappear from the object you are shaped like. 
You can now cast spells that don't have the verbal component.
Your total speed is now 15ft.
While in the object form you can gain a number of temporary hit points when you consume a weird substance (Ex: oil from the lanterns). Work with your DM to define what substance you can consume. The number of temporary hit points you gain  is equal to your proficiency bonus.
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biserker-kadan · 4 years
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About the Character;
I was tagged by @goblin-deity @red-wardens and @occorner 💕 so I'm gonna do 3! (This might be pretty long)
This really is years late, whoops.
― your muse’s name:
Myrinah Alwyn Lavellan
Myrinah is actually just an edited version of Myrina which refers to Queen of the Amazons which I love! I wanted my first Elven warrior to have a strong name and it just really fit. Her middle name is Alwyn, which is her fathers first name and is Welsh in origin.
― one favourite picture / faceclaim of your muse:
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― two headcanons you have for your muse:
Long after Inquisition is over and Corypheus and Solas have been delt with, Myrinah kind of drops off the grid. Only a handful of people know what she's doing and have a vague idea of where she is. Cause she's wandering! She goes off, a grown ass dragon with her and a few essential items and just walks. She catches rides of boats, works as best she can, where she can - climbs the highest mountains and hikes through lush forests with Pup flying high above. She writes letters to her loves and her family but in her 'retirement', she goes and explores on her own.
In my 'Modern AU' Myrinah is always a detective, like always. I can't really see her doing anything else. She could also be a DA, mostly cause I really love the idea of Myrinah straight up wearing a boss ass pant-suit with like a lacy bralette thingy underneath a suit jacket and a pair of killer heels in court, just destroying the other lawyer and playing up to the jury.
― three things that your muse likes doing in their free time:
Gardening! Myrinah, my little bitter baby absolutely loves gardening and planting little flowers and especially making daisy chains. It takes her back to her childhood, stopping for a quick lunch; Elders doing their own things and a handful of children running around, little babies and mothers laying in the grass, soaking up the sun and Myrinah, sitting calmly just making daisy chains.
Hunting, or specifically Dragon Hunting. She loves it, the thrill of a fight. A challenge that pushes her to her very own limits. Something that takes effort, both of which come from tracking and the actual fighting. She enjoys all of it. Plus it's a great way for her to work on her anger.
Sleeping. Let's be honest, everyone knows that the Inquisitior probably sleeps like shit. That's not a lie, it's a goddamn fact and Myrinah is no different. Which is why, when she has the time? She likes to settle beneath her covers (usually in Cullen's bed), light a few subtlety scented candles and close her eyes with the gentle breeze and fading sunlight on her face and pass. the fuck. out.
― seven people your muse loves / likes:
Iron Bull, Cullen, Vivienne, Riddick (OC), Dorian, Cole, Varric
Myrinah is close with her companions and appreciates them all, but she does have her favourites. She loves Iron Bull and Cullen, romantically, and Vivienne is her absolutely favourite person in the entire world. Riddick is her best friend (another OC of mine) and she treats Dorian like a kid brother, which annoys the shit out of him of course. Cole she treats as family, because he is in a way. He's someone Myrinah knows understands her and she does everything and all she can to make sure he's all good and Varric is probably the only normal person in the group who doesn't treat her like the be all or end all. She likes having a friend who simply wants to be a friend.
― a phobia your muse has:
Myrinah is afraid of nugs. She hates them, they terrify her and she would be happy if they weren't a real thing.
― your muse’s name:
Aliyah Hissera Adaar
Aliyah's first name means 'exalted or heavens' and was a gift from her Ma - a name outside the Qun, a representation that they really were free and able to own themselves. Of course, her middle name 'Hissera' is the Qunlat word for Hope and her Ma thought it was fitting considering little Aliyah was her hope.
― one favourite picture / faceclaim of your muse:
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― two headcanons you have for your muse:
She's actually the baby of one of my old Inquisitiors and her mother was Adaar. Her Father is more of an OC at this point, whereas her Mother died when she was very young. In an AU I have she was taken in by a Mercenary Captain and trained up from her teens until the Inquisition. She's probably a little younger in canon compared to that AU.
She's wicked strong, and not in the 'oh I can lift this much' but in the 'I can hold this bow and arrow, pulled back, for as long as I need without breaking a sweat or getting tired'. She's also got wicked aim and constantly pulls incredible moves out of her ass in battle. She and Sera like to have little arrow competitions in Skyhold when they're bored.
― three things that your muse likes doing in their free time:
Waking up early to watch the sunrise. This one sounds stupid, but it was a tradition she had with her Ma. Whenever they could, they'd get up a little earlier, put some tea on and rug up before walking as far as they wanted before settling in to watch the sunrise. Whenever she doesn't have a pressing, urgent matter to attend to - that's what she likes to do now (except now she also writes letters to her Dad).
Baking. Aliyah has a massive sweet tooth, like it's a problem? So much so that the cook refuses to make her anything sweet so now she does it herself! Aliyah finds it oddly calming too, there's something really methodical and calming about baking that makes the payoff even more sweeter.
Archery? I feel like this one should be obvious cause she an Archer Rogue, but for reference, archery in general is something Aliyah absolutely loves. Especially when she's in her own zone, in the training yard at Skyhold just constantly hitting dead centre. It's beautiful.
― seven people your muse loves / likes:
Iron Bull, Josephine, Sera, Dorian, Leliana, Cole, Vivienne
Aliyah is like, basically married to Iron Bull so she likes him well enough, Josephine is like family - Aliyah adores her, and Sera is a good friend (they seem like unlikely friends but they're pretty well at balancing each other out). Dorian is her best friend, someone she trusts unconditionally, which is a little scary but he's smart and caring and her closest friend and she loves him. Leliana terrifies her and Aliyah thinks the world of her, she's scary smart and calculated but having one conversation was enough to convince her that Leliana is the sweetest. Aliyah thinks Cole is sweet, if a little confused and misguided. She likes talking with him. Vivienne reminds her of her first Merc Captain - Strong, firm but fair and always the smartest person in the room. They have wonderful talks.
― a phobia your muse has:
Aliyah isn't so much afraid as grossed out by purple foods? It's an odd 'phobia' but she will literally not eat anything purple or anything that's touched a purple food and will not sit at a table with purple food on it. She thinks it's just gross and unnatural.
― your muse’s name:
Frey - -
Frey technically does have a middle name and a last name but she doesn't really use it or mention it or acknowledge it even. If we're getting technical, Frey chose her own name as her Mama always calls her Kasaanda and her Pa calls her his little Elgara.
(Kasaanda = 'Sundew' - a carnivorous plant, and Elgara = 'Sun')
― one favourite picture / faceclaim of your muse:
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― two headcanons you have for your muse:
Frey speaks nearly 6 languages, is fluent in 3, can write in 2 and read in 4. She's fluent in the Common Tongue, Antivan and Orlesian but can also speak Qunlat, Rivaini and Tevene extremely well. Qunlat especially. She also knows a little Elvish, but growing up outside of a Clan or without an Elder (not including her father), it's mostly limited to phrases and specific words.
Frey is an expert Storm Mage, extremely dangerous when it comes to lightning and 'purple fire'. She trains in all the schools of magic, especially with Vivienne, Dorian and her Mama. Her Mama is especially hard on her when it comes to more primal based magic whereas Dorian handles the Inferno aspects and Vivienne helps her with Winter, Spirit and becoming a Knight Enchanter.
― three things that your muse likes doing in their free time:
Climbing. Frey loves to climb and explore Skyhold and old ruins and castles. She loves to push herself to climb rocky mountain sides and faces, caves and the likes. She'll leave Skyhold in the morning with a few essential items and return at night with bruises and scrapes but feeling a lot less tense and antsy.
Painting/drawing. Frey loves to paint and draw, she really does. Even if it's just doodling on some paper with some ink whilst are the war table or if she's actually set up a canvas on her balcony and going ham at it. Painting is something she does to calm her mind and express whatever she's feeling.
Arguing. Ok, so maybe it's less of a hobby then the others but Frey will actively seek out people to 'argue' with when she's bored and it is 100% one of her favourite things to do. It's mostly just banter and petty quarrels and such but it's a lot of fun to argue with someone and Frey enjoys having arguments and debated shit.
― seven people your muse loves / likes:
Solas (debatable), Iron Bull, Vivienne, Leliana, Cole, Josephine, Dorian
Frey has odd relationships with both Solas and Iron Bull (doubled depending on whom she's romancing per Canon) but they also mean a lot to her regardless. Iron Bull kind of takes her under his wing, teaching her a bit more about her Qunari Heritage as well as making sure she can defend herself without magic whereas Solas speaks with her about Elves and has lengthy discussions about everything and anything. Vivienne is like a very sweet, very tough Aunt? Frey isn't quite sure where to place Vivienne to be quite frank, but she loves the older mage without a doubt. Leliana is the funniest and alongside Josephine they talk shit like it's nobodies business. Frey loves them like sisters. Cole is a mystery, but his brain is fascinating and when she gets over that - he's a very sweet, often misguided individual whom she appreciates dearly and Dorian? An absolute shit. Sometimes she likes to hide behind the bookshelves and throw books at him to make him jump. Other times they bounce magical theory off each other until the suns up for the next day. He's definitely family at this point.
― a phobia your muse has:
Frey is afraid of failure, that's the bottom line. She's constantly stressing herself out because she's terrified of slipping up and causing irrefutable damage and failing. She doesn't ever want to put people in horrible situations that could be avoided and she hates that she thinks like that.
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unistonen · 7 years
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Hello hello everyone, trying to catch up with the challenge but life kinda got in the way since I just GRADUATED (how exciting is that)
So anyway, let’s talk about the races of Loria
Day 3: Races
There are around six races settled in the main continent of Loria. Of course, they are different within themselves too and intermarriages between races are not uncommon, depending on the tribe or nation.
Elves
The first settlers of Loria. The legend explains them to be risen from marshes, then the world was still underwater. The different Elven tribes walked and swam around the world, finding the best place for them. Some loved trees, some liked the cold snow. Some preferred to stay near the water as the lands were rising. Others found fire appealing. Thus, 3 races of Elves had settled in their “Holm”s around Loria: Water, Fire and Wood Elves. The legend also utters a fourth Elven nation, the Ice Elves, that was slaughtered in the Great Elven War but any elf denies that fact. Thus, Ice Elves are just a legend used to scare naughty children now.
Elves are generally said to be the prettiest of Loria, yet they come in all size and shapes. Their skin colour are different and feels different depending on their nation. For example, Wood Elves seem to be more “human-like”, while Water Elves’ skin tend to be scaly and fishy. Nobody knows about a Fire Elf’s skin yet many fire elves call a human’s or other elves’ skins “too soft”. As a whole, elves also age really slow after 15 years in human times, right after they also hit puberty. An average elf tend to live around 3500 or 5000s, if Fate allows it.
Water Elves are known to be the most peaceful nation on Loria, also the most accepting on humans. Wood Elves are more isolated and highly territorial, also has a strict caste system to preserve the Elven blood. Fire Elves doesn’t need that (as they live on an island themselves) and they are the most fierce of all.
Humans
Humans are the third arrivals to the lands of Loria. According to Elven archives, they came about 2-3 generations after the Great Elven War, from the southern lands and spread around the world.
The first nation to encounter them were the Water Elves, they record them as “a group of dark, curly-haired, short-eared creatures almost like us, with skins like Wood Elves, covered in animal skins and surprisingly, in actual unkept cotton dresses. They call themselves Eassosian, at least we believe. Their language is hard to comprehend yet we still try to communicate and negotiate to find a place for these poor savages.” And this is probably the most non-racist first record of Elves on human  (Fire Elven records on Vogenites are… pretty radical, if you as me).
Humans have six kingdoms and cities. Vogheim and Jarveksis on the very north; Skelthunia and Goshiria on the east, and Svartenbrugh and Falvanille in the middle. Some of them are divided into tribes and cities within them, for example the Beydoms in Skelthunia, 3 Tribes of Goshiria, and Jarveksis divided as North and South. Assosians of Shoreholm share the governmental power with Water Elves, thus consider Shoreholm as their nation as well.
As you might imagine, humans come in all shapes and sizes, and talking about all nations one by one calls for a novel, just know that they are almost like the humans of our world.
Beastshifters
When you travel around Loria, you might notice that some “people” look like animals. And you are correct to think that- since these people can actually turn into beasts and share their respective beasts’ features, and their tempers/personalities as well.
As the name might suggest, beastshifters are able to turn themselves into animals with no magic power involved. Lorian physicians and alchemists still try to solve how it can happen but the question still remains. Beastshifters’ lifespan highly depends on which animal they are. For example, raven-changers live around 200s but deer-changer live around their mid 50s. Canines are unfortunately the die-youngs in that category, living aroun their mid 40s-50s.
Even Elven archives doesn’t know where Beastshifters come from, nor the humans. When Broghans, descendants of Svartenbrughens, arrived to the western side of Oakenholm, they encountered Beastshifters already having settlements. After so many negotiations and conflicts, Beastshifters accepted humans into their lands.
Right now, beastshifters mainly live around Svartenbrugh, but it’s not hard to find a few of them around Shoreholm or Vislalahti, usually belonging on the aristocratic merchant class of these cities. In Svartenbrugh, they also make up most of the higher class, even the ruling classes (The crow-changing Amsel family is the king of Svartenbrugh- yet governmental organizations allow humans to rule as well.)
Dragons
Dragons are thought to be came shortly after the Elves had settled. Just like Elves, they evolved into different shapes and sizes depending on where they settled. They can be furry, feathery, have beaks, have short or long snouts, you name it. They all have their own tribes and their own language, and not all of them are friendly to other races. Yet contrary to popular belief of our world, dragons don’t usually go on destroying cities whenever they are angry (although some of them are highly capable of that) as they usually prefer talking rather than conflict. Also, some of them are friendly and can be amazing companions.
Dragons divide into subgroups, depending on their size: Kleinsters, Moderates and Legendaries. Kleinsters are the size of a rabbit or a cat, perfect to be a lifelong friend, living around 60s-100s in human years. Moderates can be size of a house or bit bigger, usually prefer to live with their tribes and stay out of other races’ territories unless the other nation accepts their tribe. They are good flying companions if teamed up, and tough enemies if angered. They live can live up to 100s-150s.
Legendaries are not to be seen since the Great Elven War. The records describe them as “scales like steel, wings covering the skies and bodies, strong and size like mountains. Powers enough to perish whole cities and armies in few heartbeats.” Many rumours say that there are still Legendary tribes living on the other side of Everwinter Mountains and the depths of the Sea. Another legend suggest that Fyreholm was actually built entirely on a Legendary Fire Dragon- but all Fire Elf would shoo this story as “old woman tales”.
Dwarves
Dwarves are another mysterious race of Loria. Their land found suddenly by a Wanderer on a very late date, Dwarves are certainly an interesting race to delve into.
Living on the depths and tops of the mountains far behind the Rusty Mounts, dwarves are short, strong people of their lands. They are prefer peace over anything else, yet they will do anything to defend their country. They adorn themselves with colourful costumes and masterful metal works, using geometric designs and elegant lines. Also, although not technologically advanced, they are wise and all of them are educated in the art of magic.
Unfortunately, dwarves are pretty isolated and only a few merchant families will be willing to travel to main continent. Due to the complexity of their language and writing, there are very few Lorians to actually speak their language, since there are also not many dwarves to speak the Common Tongue.
Fairies and Wisps
We all know that fairies are small people with wings and probably the nicest yet mischievous of all fantastic folks. Well, in Loria, only the first part is true for the Fairy Folk. Fairies are wild, mostly short-tempered and despise other races, especially humans. They are hunter-gatherers, and prefer to be stay out of worldly businesses unless it will affect their lives or living space in the south of Oakenholm Forest, as they are highly territorial. They live together with wisps and have connections with Wood Elves, and they are used as messengers by the Elvenking in exchange of protection.
Wisps are the androgynous cousins of fairies, with more beast-like characteristics and more interested in other races. Sadly, their noise-based language is never to be learnt by anyone except Fairy Folk and a handful of Wood Elves. They are more capable of using magic as their magic is more internal (Gotta be explaining that concept more in following days)
And this the dwellers of Loria for y’all. See you in next days, as I will try to catch up with it (although lateness will occur, sorry from now!)
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swipestream · 5 years
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The April Foolio of Fiends
The April Foolio of Fiends! Arthur will try not to eat you, at least not on purpose.
Happy April First, everyone!
We here at Gnome Stew are dedicated to bringing you the finest of gaming material, so we are proud to present The April Foolio of Fiends, an astounding collection of ridiculous monsters in a variety of systems. Feel free to use and abuse these foolish folks in your own games. We don’t condone cruelty to monsters, but they’re just as eager to have fun with you, so have at it!
This is just a taste of all the foolishly fun fiends we’ve created for you. The full collection of critters is available in a pay-what-you-want PDF at DriveThru RPG. The best part is that all proceeds are going to benefit Child’s Play, a game industry charity dedicated to improving the lives of children in a network of over 100 hospitals worldwide. You get to have fun with these ridiculous rascals and we all get to help make the lives of some kids a little brighter.
Mapless Fury
By Camdon Wright, Art by Toast
In a world full of monsters, traps, portals to unknown dimensions, and inns full of quest giving magicians sometimes you get a little turned around. Only the most foul of creature would take advantage of these moments of assistance to send you in the wrong direction. The mapless fury has no mercy when it comes to disrupting your travel plans.
Seeming able to point in all directions at once, a mapless fury will do its best to send you in the opposite direction of your intended goal. If you return to ask for clarification it will send you in an equally wrong but brand new path claiming to have forgotten to tell you about a crucial turn. Mapless furies seem very friendly and helpful.
Which way to go?
MAPLESS FURY (5e) Medium Undead, Chaotic Neutral Armor Class 11 Hit Points 71 (13d8 + 13) Speed 30 ft.
STR 11 (+0), DEX 12 (+1), CON 12 (+1) INT 19 (+4), WIS 17 (+3), CHA 17 (+3)
Saving Throws: INT +7, WIS +6, CHA +6 Skills: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4 Senses: Darkvision 120 ft., Passive Perception 16 Challenge: 1
Special traits
Always Helpful: All Persuasion checks are made with advantage.
Actions
Dominate Travel: The mapless fury chooses one creature that can understand spoken language, and begins to give them directions. The target must make a DC 16 Wisdom saving throw. On a failed save, the creature will follow whatever directions the mapless fury has given them for one hour. The affected creature will not follow any directions that would cause direct harm to themselves or their party like walking off of a cliff. The affected creature makes a DC 15 Wisdom saving throw at the end of the hour. Failed save: The creature continues on following directions given for 24 hours. All spell effects dissipate at the end of that 24 hours. After a successful save, the creature is no longer controlled, but is confused for 15 minutes about how they got where they are.
Disorienting Touch: Will only attack when defending itself as it is only trying to be helpful. Attack +3 to hit, 11 (2d8+3) psychic damage.
Mimic Beer
by J.T. Evans, Art by Crystal Neagley
This nefarious creature slips into taverns, alehouses, and other establishments that serve fine drinks. The mimic beer will peruse nearby labels of dwarven stouts, halfing porters, gnomish lagers, and elven pilsners until it finds an appropriate draft to take the place of.
Unsuspecting barkeeps will pass the mimic beer down the bar to a hapless patron. When the patron brings the drink to their mouth to enjoy a quality brew, the mimic beer will explode into shards of glass in an attempt to kill or maim the patron.
While relatively weak, the sudden attack of a mimic beer can bring down even the heartiest consumer of alcoholic beverages, especially if they’ve already downed a few draughts earlier in the night.
Though attacks by mimic beer are rare, they become much more frequent during the creatures’ mating season, a time often referred to as Oct-faux-beer-fest.
But is it an ale, a lager, or a stout?
MIMIC BEER (Fate) High Concept: Fake Beer Trouble: The Trick’s On You! Other Aspects: Perfect Replication, Tastes Great, Less Filling Scale: Good (+3) Skills: Good (+3): Fight, Deceive Fair (+2): Notice, Will Average (+1): Burglary, Stealth Stunts: Reproduce Label: Once per day, the mimic beer can perfectly reproduce the label from a nearby bottle of brew. Once the label is set for the day, the mimic beer can’t change its label until the next day. Explosive Attack: As the first attack during a scene, the mimic beer can gain a +2 Fight on its attack and place either the aspect of Shocked or Outraged on the target. Physical Stress: Ο Ο Mental Stress: Ο Ο Ο Size: The size of a large bottle of beer.
  Nab-Catcher-Bot
by Angela Murray, Art by Nuactna
That is one very annoyed cat.
A mad scientist once thought he had solved his city’s stray dog problem with a robot programmed to round them up humanely. But then, like most interesting robots, it got some ideas of its own. This nab-catcher-bot has gone off-script and decided that they needed to help in the canine revolution that only they see happening.
As a result, this nab-catcher-bot has been causing chaos throughout the city as they round up all cats they find, as well as the occasional squirrel and raccoon. Thankfully the birds don’t seem to qualify.
Where it’s taking all these annoyed felines (and other critters) no one is sure.
NAB-CATCHER-BOT (Dungeon World) (Solitary, Medium, Robotic)
8 HP 2 armor
Taser Net (d6 damage) Reach, Stuns
Special Qualities: Metal chassis
Instinct: To round up furry things Ignore original programming Assist all good puppers
Anger Drake
by Chuck Lauer, Art by KC Preston
A semi-intelligent, distant relative to the couatl, the anger drake is native to similar ecology, but is much smaller and much, much cuter. Though not able to speak, anger drakes seem to understand the concepts of goodness and law well enough to follow them broadly.
Prone to flitting around humanoids playfully in order to gain their attention and affection, the anger drake makes a distinctive sound that has been described variously as “like a purr dipped in honey,” “a unicorn yawning after a nap” or “the most obnoxious thing I have ever heard. How can you stand that? Kill it. Kill it now.”
For whatever reason, characters and NPCs of neutral or evil alignment find the mere presence of an anger drake to be insufferable to the point of self-destruction, and will often go to extreme measures to just get rid of the things. While anger drakes understand physical aggression, they appear to be driven to find the good in even the most violent individuals, never attacking, even in self-defense, and only flying away when asked politely by a good character or when dropped to fewer than 20 hit points.
But it’s soooo cute…
ANGER DRAKE (5e) Small celestial, lawful good Armor Class 19 (natural armor) Hit Points 80 Speed 30 ft, fly 90 ft
STR 3 (-4), DEX 20 (+5), CON 17 (+3) INT 6 (-2), WIS 20 (+5), CHA 20 (+5)
Saving Throws: CON +5, WIS +7, CHA +7 Damage Resistances: Radiant Damage Immunities: Psychic, bludgeoning, piercing, and slashing from nonmagical attacks Senses: truesight 120 ft., passive Perception 15 Languages: None Challenge: 3
Special Traits
Innate Spellcasting: The anger drake’s spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring only verbal components (specifically, its distinctive cry).
At will: detect evil and good, detect magic 3/day: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield 1/day: dream, greater restoration, scrying
Aura of Affection or Obnoxiousness: Each creature within 100 feet of the anger drake that can see or hear it must make a DC 15 Charisma saving throw each round or be affected by the Aura of Affection or Obnoxiousness. Characters of a Good alignment find the creature adorable, and cannot make any attacks, direct or indirect, against it. Characters of a Neutral or Evil alignment find the anger drake irritating beyond the point of reason, and can take no action other than attacking the creature until it is driven away or asked to leave.
Grumbleface (Chitterface)
by Jared Rascher, Art by Toast
The Grumbleface/Chitterface is a fey that has attached itself to mortal rituals surrounding coffee. As with most faeries, the mortal behavior being mimicked is, slightly, exaggerated.
In the morning, it begins in its chitterface form, until it is either asked a question that requires cognitive energy to answer, or until it is exposed to sunlight. Once either of these triggers happen, the chitterface transforms into the grumbleface.
The grumbleface is not nearly as aggressive as it sounds, but its bellowing about needed coffee and need to avoid human contact is enough to cause stress and concern in any near it. If it goes too long without coffee, it may begin to actively destroy any work it previously did that has not been completed.
The grumbleface cannot be changed until it has had “enough coffee,” at which point, it transforms back into its chitterface form. The chitterface form is far less intimidating, but shortly after transforming, the chitterface will let out a burst of questions about daily projects and ancillary tasks that might be equally overwhelming.
In some instances, the grumbleface/chitterface transformation will trigger in the afternoon, often triggered by “one too many stupid questions.”
Get that mid-level manager a coffee, quick!
GRUMBLEFACE (CHITTERFACE) (Fate) High Concept: Highly Motivated Faerie Creature Trouble: High Energy Can Be High Maintenance Other Aspects: Not Even Supposed to be Here Today, This Needs to be Redone from Scratch, Wait—I Have An Idea! Skills: Great (+4): Intimidate (Grumbleface)/ Organization (Chitterface) Fair (+2): Throw Paperwork (Grumbleface)/Navigate Co-workers (Chitterface) Stunts: They Have a Point (Grumbleface): Whenever the grumbleface causes stress with an intimidation attack, they can also give that character a “They Have A Point” aspect with a free invoke. If the character with this aspect spends their turn drinking coffee, they may remove this aspect and the free invoke. Making Up for Lost Time (Chitterface): Whenever the grumbleface transforms into its chitterface from, the chitterface immediately makes an area attack on everyone in its area and all adjacent areas, using its Organization skill. This causes stress to everyone that fails to defend against the attack, as they cannot answer questions fast enough to get the chitterface up to speed. Stress: The chitterface does not have traditional stress boxes, only a set of countdown boxes.
Countdown (Enough Coffee) Ο Ο Ο Ο Trigger (All Boxes): Character has made an overcome action to determine what kind of coffee the grumbleface needs and how best to deliver it. Outcome: The grumbleface transforms into a chitterface
Countdown (One Too Many Stupid Questions) Ο Ο Ο Ο Trigger (All Boxes): Someone asks the chitterface a question that is obvious or has nothing to do with the current situation, and another character has failed in an overcome action to determine how to answer the superfluous question. Outcome: The chitterface transforms into a grumbleface.
Dracomanticoreasaurus
by Jen Adcock, Art by Laura Sorenson
Yeah, it’s all the things.
  DRACOMANTICOREASAURUS (Dungeon World) (Large, Solitary, Magical, Intelligent)
16 HP 5 armor
Bite (2d12+5 damage, 3 piercing) Reach, Forceful
Special Qualities: Entrancing look, Shooting tail spikes
Instinct: To charm prey Preen Act with disdain
  Little Bunny Tooth Tooth
by Matt Neagley, Art by Crystal Neagley
Little Bunny Tooth Tooth hopping through the forest, scooping up the field mice and knocking out their teeth.
Down came the Good Fairy and said:
“Little Bunny Tooth Tooth, I don’t want to see you scooping up the field mice and knocking out their teeth. I’m going to give you a chance to change, and if you don’t, I’m going to feature you in a book of silly monsters.”
But the very next day…
Little Bunny Tooth Tooth hopping through the village, Visiting the children and knocking out their teeth.
Down came the Good Fairy and said: “Little Bunny Tooth Tooth, I don’t want to see you bothering the children by knocking out their teeth. I gave you a chance to change, and now I’m going to feature you in a book of silly monsters.”
But that very night…
Little Bunny Tooth Tooth skulking through the forest found a little cottage And stole some pearly teeth. Then out came the Good Fairy and said: “Little Bunny Toof Toof, I don’t like you attitude. You’re such a little cretin, Give me back my teef!”
And then she put him in a book of silly monsters.
Well, that tooth was kind of hurting…
LITTLE BUNNY TOOTH TOOTH (5e) Tiny fiend, chaotic evil Armor Class 13 Hit Points 23 (8d4 + 3) Speed 40 ft.
STR 15 (+2), DEX 17 (+3), CON 13 (+1) INT 11 (+0), WIS 12 (+1) CHA 14 (+2)
Skills: Deception +4, Stealth +5 Senses: passive Perception 11 Languages: Infernal, Sylvan, Common Challenge: 1 (200)
Special traits That Rabbit’s Dynamite: Whenever Little Bunny Tooth Tooth’s final attack roll is 3 higher than it needs to be to hit a target, the target must make a DEX or CON save, DC 13 or Little Bunny Tooth Tooth rips out 1d4 of their teeth. If the target has a full helm or other such protection, Little Bunny Tooth Tooth must score a critical hit to rip out teeth. (Humans have 32 teeth. Dogs have 42, Horses have 40. Warning! Do not Google pictures of horse teeth unless you have a paper due soon and want to be unable to sleep.) Dentamancy: Little Bunny Tooth Tooth starts each encounter with 1d8 teeth in his bag of teeth and gathers more with his That Rabbit’s Dynamite ability. He can expend up to one tooth a round (he holds it up and it rots away) as a bonus action to gain a hero point.
Actions Bag Swing/Rabbit Punch Melee Weapon: Attack +5 to hit, reach 5 ft. one target. Hit: 10 (3d4 +3) Bludgeoning damage. This attack may trigger Little Bunny Tooth Tooth’s That Rabbit’s Dynamite ability.
Hermit Mermaid
by Chris Sniezak, Art by Toast
The hermit mermaid is a mer-creature that finds living creatures that are large enough to kill and then occupy by using their bodies as a propulsion engine within the water. They most commonly utilize fish as their tails, because they are excellent propulsion and the mouths are often easy to slide into. Because of this, they are regularly mistaken for your coral variety merfolk. Though, the dead fish eyes on their bodies are often a dead giveaway to their true nature.
When they’re not attached to a creature their lower bodies are a mass of nerve endings that probe and writhe in the water. The bioelectric currents they send out are what they use to kill their prey before sliding inside the carcass and taking it over. When in a body they are carnivores and will eat any fresh meat they come across and have a special fondness for humanoids.
Once in a body they exist within it until they grow out of it. The hermit mermaids never stop growing as long as they keep finding larger and larger bodies to exist within. There’s even a rumor of a hermit  mermaid who inhabits a kraken’s body.
A hermit mermaid’s stats depend a lot on what it’s lower body is. You’ll be choosing between sets of numbers to make this monster fit the flavor you decide for your hermit mermaid.
Wouldn’t wearing a shark hurt?
HERMIT MERMAID (5e) Medium humanoid, neutral Armor Class 13 Hit Points 28 (8d8 – 8) Speed 0 ft., Swim. 15 ft
STR 10 (+0), DEX 12 (+1), CON 9 (-1) INT 15 (+2), WIS 14 (+2), CHA 16 (+3)
Senses: Darkvision 120ft., passive perception 12 Languages: common, primordial Challenge: 3 (450)
Special Traits Plug and Play: When the hermit mermaid has a dead body it can can take a minute to enter that dead body and gain the following:
The higher of the AC, movement, Str, Dex, and Con.
Any Physical special abilities of the body that make sense for it having been took over. Of course anything to do with the mouth or the brain is just out since the creature is dead and the hermit mermaid inhabits the mouth.
Add the former creatures maximum HP to the hermit mermaid’s total HP. When taking damage the HP gained from the creature are the first lost.
Add any attacks that make sense.
If the hermit mermaid leaves the body it loses all of the benefits.
Actions Punch: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning. Shocking Neromass: Melee Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (6d6) lightning damage and the target must make a DC 13 constitution saving throw or be stunned until the end of the hermit mermaid’s next turn. The hermit mermaid can only use this attack when they’re not utilizing a dead body.
The April Foolio of Fiends published first on https://medium.com/@ReloadedPCGames
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belerencodex · 6 years
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Artan Bay Player Guide
Races
What makes Artan Bay a major source of adventure and interest is the great diversity of races, cultures, and nationalities that are enticed into  trying to make their fortunes on the high seas. Below are descriptions and racial attributes for the different races available when playing games set in Artan Bay. Dwarves and Oreads are conspicuously absent because they sink.
City Elf
Hailing from Aigados, the ‘Koinoi’ as they are known in their native tongue are proud, beautiful, lithe, and vain. Though blessed with tremendous longevity, city elves mature quickly as humans. They are tremendous artists, actors, and diplomats, considered the height of culture throughout the world. Many Koinoi call Feldri home and have done for centuries as it’s prosperity draws entertainers, others may have come fleeing the Aigadosi law or after shaming their house, some are drawn by the call of adventure in the tempestuous lands of the Crucible States. City Elves receive a +2 bonus to Charisma and Dexterity, -2 to Wisdom, they also receive the Urbanite and Envoy alternative racial traits.
Swamp Elf
The Great Belnoi Swampland stretches broad and thick over the coast of the Crucible States West of Felri. Dense mangrove swamps inhabited by all manner of strange fey creatures, hags, giant alligators, and most dangerous of all the Belnoi, Swamp Elves to humans. These proud and spiritual warriors have resisted all attempts to subjugate them, eternally retaining the option to slink into the deep wilderness beyond the reach of outsiders. However there are always the curious exceptions. Many things lead Belnoi to move into the civilized territories. Some seek knowledge beyond their tribal oral traditions, some come for love, some searching for an enemy of their people. The Belnoi are spiritual and clever, garnering a +2 bonus to Wisdom, like all elves they are also lithe and agile with a +2 to Dexterity. However there is great mutual distrust between the Belnoi and other races, their customs are sometimes seen as savage or primitive, by the same turn they often consider most outsiders rootless, petty, and dirty, resulting in a -2 to Charisma. Belnoi also receive the Eternal Grudge or Silent Hunter alternative racial traits.
Gnome
Small, friendly, unconventional, Gnomes may not be numerous, but they are found everywhere. It’s often said when one tries to find out who’s really in charge of the world eventually they discover it’s Gnomes all the way down. Gnomes are free spirited creatures filled with wanderlust. They often join crews on sailing ships purely for the sake of the adventure or to see somewhere new. Their charming personalities and hardy constitutions make them excellent travel companions though sterner folks may be displeased by their tendency towards mischief. Gnomes broadly fall into the personality categories of Tinker or Green, Feldri is home to many Tinkers drawn by its complex infrastructure system and marvelous engineering, such Gnomes gain the Master Tinker alternative racial trait. Green gnomes tend to be more closely tied to nature and the fey, often green gnomes will gather animal ‘friends’ sometimes alarming their comrades upon the inevitable prison break. Charming and hardy but small in size and frame, Gnomes receive a +2 bonus to Charisma and Constitution, but a -2 to Strength.
Grippli
Not all denizens of the Great Belnoi Swamp are so hostile. The frog-like Grippli are a welcome sight to many of the riverside towns and cities that dot the outer deltas. While most of their number live in communes deep in the wilderness, many Grippli travel the waterways on rafts, trading, fishing, and traveling simply for the fun of it. Most Grippli are strongly attached to their native homeland, however a sizeable enclave has developed in the cisterns and sewers beneath Feldri’s streets. These squalid shanties are dangerous though and there are those Grippli who decide to seek their fortunes on boats, hoping one day to afford to live above ground along the beautiful river front and canals. Grippli are nimble and cunning but small and slightly built, gaining +2 to Dexterity and Wisdom, while suffering a -2 to Strength.
Human
Humans are the common denominator of the entire continent on which the nations mentioned here reside. The youngest yet most populous of the races, Humans are gifted with incredible adaptability and diversity but live relatively short lives compared to most races, rarely surpassing 100 years. Throughout the Crucible States, Humans are found living in cities and towns ruled most often by hereditary nobles or merchant councils. In Aigados, Humans live as second class citizens, holding seats in the Senate but rarely getting their way where it conflicts with the ruling Koinoi. South in Rijan, Tuar, and Kulvin the majority of the commonfolk are human, though the blood of Genies flows through nearly everyone’s veins to some extent, there humans usually defer rulership to the elemental races, seeing the purity of their blood as drawing them closer to the divinity of the genies. All sorts of things drive Humans to life at sea, they are as varied as grains of sand, an uncaring observer may see bland uniformity but under closer scrutiny is discovered infinity variety. Humans receive a +2 bonus to one attribute.
Halfling
Two kinds of halfling are found commonly in Artan Bay, the more numerous are the Urbini. As the name suggests they are most often found living as townies in densely packed enclaves built to their scale, some of these are simple farming towns in the countryside where they seek quiet, sleepy lives, while others are found wedged into Bigfolk cities. Though today most of the city is built to a larger scale, Feldri was in fact originally built by Urbini, though much of the grander engineering dates to the Ascren Empire. Urbini believe strongly in taking care of their own and often see themselves as under threat from the machinations of Bigfolk. Urbini may no longer own Feldri but in the criminal underworld it’s well known the best thieves and con artists come from these quiet and unassuming smallfolk, Urbini gain the Resourceful alternative racial trait. The other common variety of Halfling are the Asphonans. West beyond the ocean lies an archipelago of lush jungle islands. This is the land of Asphona, few other humanoid races inhabit this land besides Halflings, however the Asphonans are always on guard against attack by the large creatures that dwell there, sharks, crocodiles, snakes, birds, and even dragons. They have developed into fearsome warriors and competent sailors, slicing through the waves on catamarans and windboards. The seasonal monsoons created by the bronze dragon mating season in Winter sometimes catch these vessels, pushing them ahead of the storm across the ocean to Artan Bay. Other times Asphonans come as captives on Orcish slave ships destined for Kulvin. Their adaption to life in these jungle islands has given them the Deep Jungle alternative racial trait. Halflings are sly and nimble but small, gaining +2 Dexterity and Charisma with -2 Strength.
Half-Elf
Elves are often beautiful or at least striking in appearance. The prolific cultural pressure of the Koinoi has given humans something of a warped beauty standard as they often compare themselves with artistic renditions of elven forms and find themselves wanting. While there may be conflict between Humans and Elves, both races love drama and often end up interbreeding. While such partnerships are doomed by the shortness of Human lives and the capriciousness of Elves, they do often result in children. In Aigados such children more often stay with the human parent as Koinoi parents tend not to invest heavily in children, instead handing them off to professionals. In the Crucible States such children are often in some amount of danger due to the ethnic tensions of their people, many move to Feldri seeking safer or better lives for their children in a more cosmopolitan world. But life in Feldri can be harsh and discriminatory. Often the best chance a young Half-Elf has of making it in the world is a life of adventuring. In Cymrin though Half-Elves have a very different experience. The nobility there are predominately Half-Elf including the royal family and among the commonfolk of Cymrin they are treated with immediate deference on the off chance that they have noble blood. Half-Elves have a +2 bonus to one attribute of their choice.
Half-Orc
Orcs are savage brutish creatures who revel in violence and cruelty, however the same could be said of some humans. While the slavers of Tarat Brigdesh are persona-non-grata, many of the orcish pirates of Grotar have caught onto the fact that they will be allowed to trade in the rougher free ports and Feldri as long as they reserve their raiding for the Kulvinese. The Kulvinese are skilled warriors and this challenge keeps the Grotari entertained. When these pirates then arrive in port with treasure to spend they often head straight for the nearest brothel. Many a half-orc has been born this way, growing up in port towns where they often feel out of place, eventually heading to sea themselves. Half-Orcs are welcome among the Grotari who see the value in a more well spoken and charismatic negotiator when dealing with port authorities and merchants. Along the Orumic Coast and on the Isle of Orum itself though there is a very different story to Half-Orcs. Few true orcs remain in the region as they slowly interbred with humans until they had more or less ceased to exist. Orc blood runs thick in the veins of the Orumic and while some would suggest this is the cause of their quarrelsome nature, many find pride in their ancestry. It wasn’t always this way but the priesthood of Idnarra’s arrival changed attitudes greatly, where once half-orcs hunched over in shame they walk tall and proud. In honor of Idnarra many Orumic Half-Orcs call themselves dogs. Half-Orcs can choose one attribute to give a +2 bonus. They also have the option to take the Sea Raider alternative racial trait.
Ifrit
Ifrit are the descendants of humans who have interbred with Efreeti, Azer, or one of the other denizens of Arrush: the Elemental Plane of Fire. Most commonly found in Kulvin and Rijan, the Ifrit have a warrior culture. In Rijan the Fire Clan is a system of hereditary nobility dominated by the Ifrit, their mixed lineage makes them masterful sorcerers and agile fighters, in the caste system of Suriyanism: the guiding doctrine of Rijan, it is the duty of the Ifrit to use their gifts to protect the weak and destroy the wicked. The Kulvinese on the other hand espouse the supremacy of their kind, believing it their right by power to enslave the lesser races of the world. Beyond their homelands, Ifrit are found often as mercenaries, sellspells, merchants, and bards. The exodus from Rijan after the war included many of their number who were routed in battle and left home rather than face the shame of their failure. Some of their numbers have become opportunistic pirates in the Gulf of Toz striking the Kulvinese where they can and stealing from merchants and islanders to fuel their revenge. In Feldri, there is a small enclave based around a mercenary company of Rijani expatriates and Kulvinese defectors, they take contracts from merchants and nobles in the Crucible States and are said to occasionally intervene to protect other Suriyan worshippers. Ifrit may be treated with suspicion if mistaken for the Kulvinese but they are famed for their strong personalities with a +2 to Charisma, their frames are usually long and muscled giving them +2 Dexterity, but the fire burning in their hearts is easily stoked, they are prone to quick anger and reactions garnering -2 Wisdom. Kulvinese Ifrit can take the Fire Starter alternative racial trait and Rijani can take the Brazen Heart alternative racial trait.
Ratfolk
Natives of the urban sprawl of the Crucible States, little is known about the origins of these diminutive peoples. Some say they are dire rats given intelligence by druids to spite the now fallen Ascren Empire. Others suggest that they are the spawn of the rat-faced god of pestilence. No one has yet discovered the true answer, what is known is the Ratfolk are clever and tenacious. The Empire tried to wipe them out but they eluded them in the vast networks of tunnels and sewers that run beneath the cities of the Crucible States. With time people have gentled in their attitudes towards ratfolk but still they are often mistreated. Feldri doesn’t allow them to live above ground and they are routinely denied entry to Aigadosi ports as a plague risk. Despite these prejudicial attitudes many ratfolk remain defiant, forging their own destiny and forming close companionships with those good souls who recognize their personhood. Their tiny hands are nimble and their minds are sharp, giving them +2 to Dexterity and Intelligence, but their diminutive stature imposes a -2 Strength upon them.
Sylph
Children of humans and djinni, the Sylphs are natives of Rijan however many of their number live rambling nomadic lifestyles. When Kulvin conquered the coastal territories of Rijan is forced many Sylphs to relocate, some headed south into deeper Rijan but many others sought shelter with relatives living in Tuar, Aigados, and even Feldri. Everywhere they went they found robust networks of their kin and cousins the Windborn. True nomads and descendants of an earlier exodus from Rijan, the Windborn control vast trade networks ranging across Ib into Nashto and overland to the Gulf of Toz and Aigados. From there nomadic sea clans of Sylphs carry on the goods as they travel in large civilian flotillas carrying exotic goods from far and wide as they travel from port to port. It is said the Windborn retain the knowledge of hidden islands, shrouded paradises one ruled by their extraplanar ancestors. These hidden islands act as refuges for the flotillas, a welcome respite as they are frequently preyed upon by Kulvinese and Orcish slavers. Sylphs are canny merchants and artisans, skilled in many crafts. Both the Rijani and Windborn Sylphs have robust wizarding traditions and create wondrous items to rival the greatest artisans of the Dwarves. Their style of spellcraft is markedly different to that of the hedgewizards and university mages of the Crucible States, relying on intricate calligraphic diagrams and a more attuned sense of religious significance. Quick witted and light on their feet, Sylphs receive +2 Dexterity and Intelligence, however they are slightly built and plagued by a host of strange inherited illnesses, taking a -2 Constitution penalty. Windborn can take the Weather Savvy alternative racial trait. Rijani can take the Air Insight alternative racial trait.
Undine
With their webbed fingers, blue skin, and strangely thin frames Undine are considered by many to be one of the more alien races of the material plane. They are the children of Humans and Marids, the capricious genies of water. As their ancestry suggests, Undine have always found supernatural affinity with the waters. Their homeland in Rijan was conquered 25 years ago by the Kulvinese and many of their number have been cruelly enslaved, shipped to the dry, salty desert to wither and die. But the Undine are a proud and cunning people and have adapted, in partnership with Windborn many Undine have taken to the sea as merchants and pirates where once they were priests and fisherfolk. The island of Tuar was originally settled by an Undine pirate queen and many of them still reside there. What Undine are found in Feldri live in a seaside enclave where they have tried to hold onto their ancient traditions, fishing the fertile deltas and warm currents of the bay. Others have not so easily forgotten the injustices done to their people by the Kulvinese and carry out a holy crusade against their sworn enemies. Undine are deeply religious, paying great reverence to their ancestors and natural spirits around them, gaining +2 Wisdom. Their movements are lithe and graceful, granting them +2 Dexterity, however they are physically weak, their narrow frames not supporting a great deal of muscle and so have -2 Strength. Undine can take the Amphibious or Deepsight alternative racial traits.
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