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This is Akoro! He is a selective mute and he is the son of Lolly and Nicky. He tends to get along with others though he rarely ever talks to anyone.
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akoros · 2 years
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I apologize if you follow this blog
I literally haven't posted on it in years
I have so much art to even think about posting 😅.
Tbh I mostly post on Instagram @akorosart
So If you want to see my newer stuff (and how much I've improved), don't hesitate to check it out.
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thelogbookproject · 8 months
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The Unity of Skovlan, Entry 31: The General
The Unity of Skovlan is an upcoming unofficial supplement to Blades In The Dark about the fall and rise of the Skovlander people. This series explores what it is all about in the leadup to its September release.
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As we enter the Fracturing Period, the final coastal fortress of Reaxh on the western coast has fallen. Queen Alayne, now attempting to avenge her late father King Aldric, has accepted that there is no longer a path to victory. All there is left is spite. For every inch the Akorosi take, the Skovlanders will make sure they pay for it with lives and treasure and leverage. Without any of the coast left, it is only a matter of time until Stonetable is captured, but that’s not going to be easy. Until that time came, the Skovlanders would fight, all the way up the bitter end. These were the days when the Skovlanders began planting the seeds of future revolution. If Skovlan was going to fall, the Skovlanders never would. The Unity War was ending, but even then, Skovlan looked to the future. One day, this would all matter.
What if the Skovlanders let a castle fall with the Squad hidden deep inside so they can sneak up and assassinate the fusion of Major General Armstrong and Ned Stark? That’s this Mission.
Seriously.
For real.
I conceived of General Teaves, the Ox of Akoros, as mostly Olivier Armstrong, a towering woman whose cold eyes and relentlessly brutal patriotism led her to success after success after success, all while wearing the huge black wolf pelt cloak of Ned Stark and wielding their enormous greatsword. Teaves is probably the single most powerful soldier the Squad will ever have to fight, and if the players still happen to have any qualms about outright assassinating enemy officers, this one is going to be extremely difficult (or the players may just want to give this Mission a pass).
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As is introduced in the Opposition section, this is the Imperium’s Southern army, not the only army. Given my lore of Stonetable being the ancient and definitive capitol atop the mountains that cover the northern half of the island, losing the south or forcing the Akorosi out for now won’t change the course of the war — it would have long-term supply ramifications, and obviously affect the lives of the remaining Skovlanders there, but even if this Mission pushed back the entire Imperial army it wouldn’t be enough. That said, Teaves is also likely to be replaced if killed, which is why this Mission is so much more about costing the Imperium something and exacting personal vengeance on a hated foe — not that buying time while the southern army regroups isn’t a benefit.
As we enter the Fracturing Period, there are no longer any Valor rewards for making it back with anyone alive. Come back a failure and there’s no consolation prize. You’ll still get whatever you might earn from the Optionals, but Last Stands are really on the table now.
Additionally, kidnap is a permissible end state for Teaves, but this is a bit of a trap. It is very hard to take Teaves alive, and a couple of the Optionals will be ruinously hard without killing The Ox Of Akoros. It’s there if the Squad is still clinging to a moral objection to being assassins, which is a valid mindset, but at this stage of the war it really limits what can be done, and the players should feel that.
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I’ve revealed one of a couple of Optionals that will get the Squad sidetracked from just tracking down and killing Teaves, pushing them to explore Castle Adriack further. I like this one because it emphasizes how the whole strategic point of this is delay. Picking up the pieces of the southern army and restoring it will take time, and the Skovlanders can try to regroup in that window or push their luck hitting the disorganized remnants. The longer the Skovlanders can keep the Imperium split between the two fronts (southern tundra and northern mountains) the longer Stonetable will hold. The Sneaking Mission Optional is going to take a ton of resources, probably accepting a ton of stress from Resisting alarm-increasing Consequences. I’ll say that while all five Areas of the Mission have Clocks, none of them is actually an alarm! This is both blessing and curse. On the one hand, the GM is going to have a bunch of things to tick that aren’t raising an alarm. On the other, the GM doesn’t have to wait to fill a Clock — any Consequence could rain guards on the players’ heads. Of course, given the situation, that would basically be an instant Desperate Position so it would eat up a Risky Consequence to impose that, but the players are always one bad roll from jeopardizing this Optional Objective. The last one is a big danger, as it requires alerting the army that something is happening, but it doesn’t inherently expose the Soldiers. There should be some leeway on this one, in that the literal killing doesn’t have to be obvious, the staging can do it. It’s not actually that tough (as we’ll explore in a minute, The Ox is on the roof turret, and pushing them over onto the soldiers working far below would do it) but it will make escaping much harder, and figuring out a way to do this while also doing the Kidnap path will be challenging.
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This is how the players stowed away during the takeover of the Castle, and with a Controlled or Risky Position they’ll probably still be hidden in the Passages leading to the low levels. Finding and using the Passages is the key to the Sneaking Mission, but their unpredictability gives the GM a ton of flexibility to put together setpiece moments. As mentioned here though, don’t get bottled up in the passages or risk a quick death.
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This is, ultimately, a bit of staging ground for the final encounter. If the Squad gets in and disables the guards, they’ll have a bit of time to breathe and put things together. The safe represented by the Clock is, ultimately, interesting without being strictly helpful. It isn’t an Optional Objective. If the GM has an idea for a reward, go ahead, but it’s mostly a narrative victory and a thing to have to choose to carry or leave behind. If you’re really looking for a mechanical boost from it, I’d suggest +1 to the next Engagement roll for the morale improvement. The final Feature is a “shortcut” to victory if the players try it. They’ll need to stay hidden as the General comes back in and eventually goes to bed, easier said than done, but if they get there it will make quietly killing Teaves much easier. It’s still no instant-kill, as Teaves’ reflexes and strength will keep them from being flawlessly murdered, but it’s much easier than the next Area’s Clock. That said, if the players do this, they have definitively embraced being assassins, and the “immediately panics and terrifies” Optional is blown, as Teaves likely wouldn’t be discovered until morning, which is hardly immediate.
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Teaves knows something is up the moment the Squad is on the stairs to the roof. They don’t know what, and don’t immediately find the Squad or anything, but they’re not at ease. Fighting them is an absolute nightmare — a 12-step Clock is huge for killing a single person, and their immunity to Group Actions will keep everyone on their toes. If the Squad skipped the side Objectives and took the least Stressful paths up, they can probably take Teaves on. If they’re already getting tired, this fight is going to suck. Beyond the Group Action immunity though, the rules are still normal, so it’s not like instantly Desperate or anything. Play carefully and don’t get too unlucky with the rolls, and the General can be whittled down. Plus, once on the roof, the howling wind and the private bedchamber below means the players don’t need to worry about alarms. It’s as close to a private showdown as the Squad are likely to ever have, and the Ox is balanced to fight a full group alone.
The amount of focus the escape requires is very context-dependent. If the players are trying to take Teaves with them, or if the alarm is raised (whether from previous action or from the final Optional Objective) and the way is especially blocked, play it out. If the players are still succeeding on the Sneaking Mission Optional, play it out. Otherwise, probably cut past it.
Next time, we’ll take on a very different Mission: The Siege.
The Unity War releases for PWYW on September 1, 2023. Check out https://tinyurl.com/tuos-details for the rest of this series! Sign up for my Patreon at https://patreon.com/thelogbookproject for a preview, and full early access to the game! See youWednesday!
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victorluvsalice · 1 year
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AU Friday: Valicer In The Dark -- Character Playbooks
My Valicer In The Dark AU (where I put Victor, Alice, Smiler, and related characters into the setting of Duskwall from Blades In The Dark) also features in my upcoming Valicer PolyShip Week shenanigans, so I figured now was a good time to remind you of its existence and give you some more details on it -- specifically, a look at what I’ve come up with for the various “playbooks” (the BitD equivalent of a character sheet), both individually for Alice, Victor, and Smiler, and communally for their crew! Here is how my little gang is all statted out --
Alice:
Playbook Type: Cutter (the hard hitters and melee fighters)
Heritage: Akoros, born in Duskwall – daughter of the late Dean Arthur Liddell of Doskvol Academy (College of Immortal Studies)
Background: Labor – former dogsbody of the Houndsditch Home for Wayward Youth
Point Spread:
Insight: Hunt, 1 Study, Survey, Tinker
Prowess: Finesse, 1 Prowl, 2 Skirmish, 1 Wreck
Resolve: 1 Attune, 1 Command, Consort, Sway
Cutters automatically start with 2 Skirmish and 1 Command -- Alice is decently good in close-quarters combat (a combination of all the mental practice in Wonderland and genuinely having to scuffle with some overly-forward folks in Charhollow) and has a little experience in getting people to listen to her (we’ll say it’s from wrangling the kids in Houndsditch). She got four dots on top of that to assign in other places -- I gave her a bit of Study to reflect her background as the daughter of a respected college dean; a bit of Prowl because she’s learned the value of moving quickly, quietly, and skillfully; a bit of Wreck because she can really smash things up when given enough provocation; and a bit of Attune because I suspect Wonderland actually makes her a little more sensitive to the arcane forces within the city (her hallucinations sense things before she does).
Starting Special Ability: Not To Be Trifled With – can push herself to perform near-superhuman feats of physical force or take on up to six people without penalty (like fighting off a bunch of Bluecoats trying to wrongfully arrest her and her new friends for murder).
As for future special abilities, from the Cutter playbook I already have in mind Vigorous, which allows her to heal faster and better (since I already have her healing surprisingly well as a headcanon in general), and Bodyguard, which gives her +1 die to resist any consequences while protecting a teammate, and +1 effect to any rolls regarding gathering information about potential threats (Alice takes protecting those she cares about VERY SERIOUSLY). I’m also going to borrow one from the Lurk playbook (the sneaky-sneak ones), The Devil’s Footsteps, which would allow her to push herself to perform superhuman feats of athleticism or dart around in such a way as to get her enemies to attack each other (which would handily cover her quad-jump in Wonderland!).
Friend and Rival:
Friend: Nan Sharpe, the madam of the Mangled Mermaid brothel in Silkshore – practical, a bit hot-headed, and with a low opinion of most people, she encourages Alice to keep her head in the real world
Rival: Pris Witless, former nurse at Rutledge and current drunk in Charhollow – nasty, servile, and a slave to the bottle, she has extorted Alice for money in the past by threatening to spread rumors that Alice herself was responsible for her family’s death
Vice: Obligation – to her former Houndsditch charges in Charhollow, and to Nan Sharpe; Alice indulges by checking in on them and helping them out when she can.
Special items:
Fine hand weapon: One load – at the very start, this is a good-quality kitchen knife that Alice took to carrying around for protection; shortly after they form their crew and get his stuff back, Victor commissions a more exact replica of her Wonderland Vorpal Blade for her, which she cherishes dearly
Fine heavy weapon: Two load – I’m still figuring it out, but this HAS to be a Duskwall-appropriate version of her Hobby Horse from A:MR
Scary weapon or tool: One load – this should probably be a variant on the Jabberwock’s Eye Staff?
Manacles and chain: Zero load – Alice maybe steals these off one of the Bluecoats who tries to arrest her, Victor, and Smiler for the murder of Barkis? (Or I might change it out for the nice lockpicks the Lurk gets. Either one!)
Rage essence vial: Zero load – Ragebox/Hysteria mode in a bottle! Just stay out of her way
Spiritbane charm: Zero load – she probably had this from the start, as all smart citizens of Duskwall have one
Victor:
Playbook Type: Whisper (the ones most able to deal with the ghosts and arcane threats)
Heritage: Akoros, born in Duskwall – son of William Van Dort, owner of Van Dort Fish
Background: Trade/Noble – son of VERY RICH cannery owner from Nightmarket
Point Spread:
Insight: Hunt, 1 Study, Survey, 1 Tinker
Prowess: 2 Finesse, 1 Prowl, Skirmish, Wreck
Resolve: 2 Attune, Command, Consort, Sway
Whispers start with 2 Attune and 1 Study -- Victor is quite sensitive to the arcane and the ghostly thanks to his experience with Emily, and he’s a bookish sort. For his other four points, I gave him a bit of Tinker (to go with my headcanon that Victor does like to fool around with mechanisms and such from time to time); a bit of Prowl because he can be quite sneaky and slippery when he wants to be (he kept out of sight of Emily for a good while in the Land of the Dead in canon); and a good amount of Finesse because that seemed to be the action that went best with his canonical skills of being an accomplished pianist and artist (”dexterous manipulation” and all that).
Starting Special Ability: Ghost Mind – always aware of supernatural entities in his presence, +1d to gather information on the supernatural (Victor got this from being yanked into the ghost field by Emily and forced to stay there for an entire day and a bit; he finds it both helpful and worrying).
As for future special abilities, from the Whisper playbook I know I want Strange Methods, which gives him better results when inventing or crafting anything with arcane features and gives him a free special formula (I’m using this to cover him figuring out how to infuse insects, in particular moths, with electroplasm so as to create glowing versions that can help grow crops), and Warded, which allows him to expend the “special armor” box on his sheet to resist a supernatural consequence or help push himself when fighting against or using arcane forces (I’m picturing this as a special coat he makes with Elder Gutknecht, with all sorts of strange glyphs and symbols on it). And once again, I’m also tempted by something on the Lurk playbook, Ghost Veil, which would allow him to push himself to partially shift himself into the ghost field for a few moments, becoming shadowy and insubstantial (and able to increase the effect -- like become invisible, float through the air, and make it last longer -- if he takes more stress -- because come on, that’s just COOL, and does cover him being part of both the real world and the ghostly one well).
Friend and Rival:
Friend: Samuel “Bonejangles” Thatcher, an entertainer who also makes a living as a Whisper removing spirits from houses – showy, friendly, but with the ability to hold a grudge, he actually knew Emily in life, and when he learns Victor helped her get revenge on her killer (even at the cost of her ghostly “life”), he is only too happy to give Victor a hand with Whisper-related stuff
Rival: Nell and William Van Dort, Victor’s parents – conceited, determined, and less socially adept than they think they are, they are furious with Victor for “ruining a good marriage” and “running off with some strangers from the wrong side of the tracks” and determined to drag him back home and bring him to heel
Vice: Weird – Victor studies the strange and unusual now under the tutelage of Elder Gutknecht, the Reconciled spirit whose former house they are now using as a lair in Six Towers; he indulges by having lessons with Gutknecht and doing meditation exercises and the like.
Special items:
Fine lightning hook (collapsible): Two load – Victor gets this strange collapsible rod with an electroplasmic loop on the end from Bonejangles as he’s trained in the ways of capturing spirits
Fine spirit mask: One load – Victor makes this himself, using the wings of dead moths and an old masquerade domino mask; the wings twitch and his eyes glow with ghostly pale light whenever he’s using it
Electroplasm vials: Zero load – Victor gets a LOT of these from just picking up after the ghosts in Six Towers, and he mostly uses them in his experiments to infuse insects with the stuff
Spirit bottles (2): One load – also from Bonejangles, to go with the hook and hold captured ghosts
Ghost key: Zero load – a gift from Elder Gutknecht, to open ghostly doors around the city?
Demonbane charm: Zero load – either from Bonejangles or Gutknecht, to help keep him out of sight of even more dangerous supernatural entities
Smiler:
Playbook Type: Sleech (Leech (tinkerer and chemist) with some Slide (smooth-talking manipulator) elements)
Heritage: Akoros, born in Duskwall – child of Dr. Kellard Kelman of The Sanctuary
Background: Underworld – good little cultist, relatively-newly-established drug dealer
Point Spread:
Insight: Hunt, Study, 1 Survey, 2 Tinker
Prowess: Finesse, Prowl, Skirmish, 1 Wreck
Resolve: Attune, Command, 1 Consort, 2 Sway
Smiler ended up being a little hard to stat out for me because of their combined status as a Slide and a Leech -- I wanted them to be the “tech person” of the group, while also being the most charismatic one. I ended up solving the issue by simply combining the starting stats of a Leech -- 2 Tinker, 1 Wreck -- with the starting stats of a Slide -- 1 Consort, 2 Sway. The remaining point I put into Survey as that’s the one that felt appropriate for “reading a room” and figuring out what people might want -- plus it wasn’t a stat Victor or Alice had, so it helped fill in a little hole in their skill set there!
Starting Special Ability: Alchemist – when inventing or crafting anything alchemical, they get +1 to the result level, and they start with one special formula already known (this is what pushed me to fully commit to combining the Leech and Slide playbooks, as I really wanted this for them -- it went well with their “drug dealer” backstory for this verse, and allowed me to start with them knowing how to make, what else, Joy Serum! XD)
As for future special abilities, I already know that I want Physicker from the Leech playbook, which would allow Smiler to act as the team doctor, tinkering with bodies to treat wounds and study maladies (allowing everyone to get +1d to healing rolls -- and healing is TOUGH in this game, so you want as many as possible!). And from the Slide playbook, I have in mind A Little Something On The Side, which gives them extra stash (personal cash) at the end of each downtime phase, to represent their continued sales of Joy Serum when they’re not doing jobs with Victor and Alice, and Mesmerism, which allows Smiler to Sway someone and then make them forget it happened until the next time they interact, which -- well. Part of The Smiler’s whole deal is hypnotism and controlling people, is it not? So yes, appropriate.
Friend and Rival:
Friend: Matthew and Carol Alton, their parents in the Advocates cult – cheerful, helpful, and totally devoted to their god, they are only too happy to lend a hand to their adopted child and their new friends (even if sometimes that hand is in the form of trying to get said friends to become Advocates and worship Mar-Mal)
Rival: Robert “Big Bob” Wickerman, a rival cultist – stern, hot-tempered, and charismatic, Robert leads the up-and-coming Beornen cult, which worships him as the mortal shell of their god and considers modern technology (in particular the use of electroplasm to create electricity) to be the source of the world’s ills. Bob and Smiler in particular hate each other because Smiler successfully hooked a few of his Beornen on Joy Serum, and Bob responded by trying to set the Advocates’ headquarters on fire
Vice: Pleasure – to seek happiness is worship unto Mar-Mal, and Smiler is a master at finding something to enjoy no matter where they are; they typically indulge in Six Towers by visiting Chef Roselle’s Golden Plum restaurant, where they regularly dine (and treat Victor and Alice) using the profits of their Joy Serum trade
Special items:
Fine tinkering tools: One load – a gift from their parents to help them with their crafting; contains tools appropriate to work on most spark-craft devices, and some basic chemistry kit stuff (vials, tubing, test strips for different substances)
Bandolier: One load – a strap of leather with pouches for three alchemical concoctions, which Smiler uses to store useful potions and such
Blowgun and darts, syringes: Zero load – Smiler had the syringes already for people to use to inject Joy Serum; the blowgun and darts come later for sneakier druggings
Gadgets: Up to three load – Smiler starts off with two they’ve made/adjusted, each at one load: a collapsible black-white-and-yellow spiral disc that spins when you activate its electroplasmic “battery” (Smiler uses this as a hypnotic focus for anyone they feel could benefit from a bit of trance), and a suitcase with fold-up legs and pull-out displays (Smiler uses this to carry their samples of Joy Serum and syringes and hawk them to the masses – it’s basically a traveling salesperson’s case)
Fine clothes and jewelry: Zero load/two load (if carried as a separate outfit) – this is actually a result of them stealing Victor’s stuff back; Smiler admires some of his clothes, and Victor promptly says “take what you want and have it redone to fit you.” So Smiler does and gets some fancy suits for fancy times
Spiritbane charm: Zero load – again, just standard issue in Duskwall
Crew:
Playbook Type: Shadows (the saboteurs, spies, and thieves), with maybe a bit of Hawker (the sellers of things) on the side
Name: The Three Pillars (I think Victor literally just blurts this out when asked by another gang, inspired by the fact their lair is in Six Towers and there’s three of them, and they roll with it)
Reputation: Tier 0, Rep 0, seen as Strange (they are a bit of an odd bunch)
Lair: “Gutknecht Bend” in Six Towers, the old home of one Elder Gutknecht, a former Whisper who, near the end of his life, found the secret to leaving his mortal shell to travel like a ghost. . .only for his physical body to die while he was out wandering and be taken away by the Spirit Wardens. On the plus side, his out-of-body experience seems to have helped him keep his sanity and become a “Reconciled” spirit instead of falling to the madness for life essence. The lair consists of an old boxy building with a right-triangle roof that served as Gutknecht’s living quarters, and a slightly-crumbling tower attached to said building with his library, workshop, and pet ravens at the top.
Hunting Grounds: AKA where the gang do most of their crimes...which is still being determined! Their first scores would take them to Charhallow to find a way to kill Bumby without leaving a ghost (or possibly just get evidence of his crimes to one of the famously incorruptible Inspectors in the Bluecoats; everyone WANTS to kill him, though), and to Nightmarket to steal Victor’s stuff from his house. Given I want them to be kind of heroes of the little people, though, I suspect they’d end up doing a lot of stuff in Coalridge, the industrial neighborhood, aiding the factory workers in fighting against cruel foremen and union busters.
Starting Crew Special Ability: I had a tough time deciding on this one at first, but after some consideration (done while writing this up, ironically), I’ve decided to go with Pack Rats, which turns the lair into a jumble of (possibly stolen) items and makes it easier to acquire an asset outside of scores (you get +1d on the roll) -- that feels appropriate for Gutknecht’s mess of a library in the movie!
As for future upgrades, Ghost Echoes is definitely on the list -- Victor learning a ritual to allow them all to see and interact with the ghost field of the city just feels like a natural progression of his Whisper training under Gutknecht! I also like the idea of them becoming Synchronized, which allows them to do a group action together and count multiple sixes from multiple people (like, both Smiler and Alice get a six) as a critical success, meaning they do even better when they work together. :) And from the Hawkers sheet, I’m tempted by Ghost Market for Smiler’s Joy Serum at some point -- figuring out how to prepare it so ghosts and demons can use it seems like an interesting project!
Starting Crew Upgrades:
Hidden – Elder Gutknecht’s house is not easy to find in the tangle of abandoned buildings in Six Towers, despite being relatively distinctive – Gutknecht kept it well-warded in life, and in death his presence has kept out the squatters, who tell people to avoid it (ironically, they’re warning people away from the one building in town that has a guaranteed friendly ghost in it). It’s a good hiding spot for three people accused of a very serious murder!
Training: Prowess – Upon being informed of their situation, Matthew and Carol Alton and their fellow Advocates were only too happy to help Smiler, Victor, and Alice hone some of the skills necessary to be a successful crew, such as how to handle things dexterously, how to move unseen when necessary, how to defend themselves in a fight, and how to destroy what should be destroyed. (In mechanical terms, the gang earns 2 XP instead of 1 when they train the “Prowess” XP track, related to these skills: Finesse, Prowl, Skirmish, and Wreck)
Cohort: Expert – Elder Gutknecht himself, who serves as their arcane expert and a teacher for Victor. He is an Occultist (being the ghost of a Whisper), is Tier 1 in quality, has the edge Independent (can be trusted to make good decisions on his own), and the flaw Principled (he has a personal code of ethics he won’t betray).
Workshop – Elder Gutknecht’s old lab and library – contains a number of interesting books on the occult, a well-appointed chemistry set, and a gadget-making bench. (And many many ravens.)
As for future upgrades, the first one on the list is Quarters, which...okay, technically the gang lives in the house before they get this upgrade, but it is far from comfortable. Getting the Quarters upgrade in this instance means they’ve finally cleaned up the house to a more decent state and have gotten themselves nice mattresses and such to sleep on. The Secure upgrade would also be a good idea -- putting actual locks on the door to start, and maybe helping Gutknecht upgrade his old wards once Victor’s skilled enough. And having the crew figure out Thief Rigging to give themselves two free load slots to carry around tools and gear would be handy too!
Favorite Contact: Ms. Plum, owner and cook at the Ball & Socket Tavern, a drinking establishment on the edge of Six Towers; popular among Whispers (Victor’s friend Bonejangles is the entertainment there). She’s a friendly sort and willing to pass along information she may hear, or direct them to people who may need their help.
Faction Relationships: I haven’t fully figured this one out yet, but I know the main relationship that they would have -- 
The Advocates: +1, Friendly – The Advocates are the worshipers of the forgotten god Mar-Mal, the Unending Smile, and Smiler is a member in good standing among their ranks (as is to be expected, given they were adopted by two members after running away from Kelman). They are only too happy to give a bit of aid to them and their new friends, especially if said new friends can be persuaded to join their ranks.
As for others, the Beornen of Wickerman would naturally be unfriendly, as would the Bluecoats. However, there’s a group of disgraced Bluecoats, called the Gray Cloaks, who hang out in Six Towers as well, looking for evidence to clear their names of a crime (burning down a watch house containing important documents in the case against one of the leviathan hunters) -- the Three Pillars might be able to forge some sort of alliance with them in the future! And of course I’m thinking I have to add the other Alton Towers coasters in at some point (preferably all as part of cults and secret societies of their own). It’s something I’m still working on!
Whew -- lot of information there, huh? But I hope you find it helpful for understanding what these versions of Victor, Alice, and Smiler are like. I mean, if nothing else, maybe it’ll inspire someone to take a look at Blades in the Dark...
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444namesplus · 5 months
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names/words i had on my discord notes channel labeled #_random-names
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Sad Absa - also, Absaulenne "Abby" Baker, a post mortem minor deity of the poor and homeless. Has a portal leading to every poor man or woman's pocket at once.
Dasalot of Plurality
Enwitta Tilda - Ñ personification
Akoros - loves shiny things. (Сорока)
Wyen Wyelen - y/n character, might be a shapeshifter thief rogue whatever.
Ty Wdym Iibho Imho Sodn Gom
Sonuva - bitch
https://en.wiktionary.org/wiki/ufarhauseins#Gothic Ufarhaus Eins — A disobedient vanguard.
https://en.wiktionary.org/wiki/buggerare#Italian Buggerare L'Adep
Mudogorett
Nesalgos (согласен)
Heoth Heis, an army leutenant blonde elf. (he hot, he is)
Seagren
Ecilla
Van den Eynde
Shiphrah and Puah
Lomax
Nair Leena Menon
Ad Mingus-Ogden (goddamn genius)
Arie Huston
Thorin Esau
Etan Houris
Irena South
Noah Rustie
Luci Meadow
Avie Bugfop
Jake Oxquiz
Aaren Ethos
Anthea Rose
Renato Ashe
Rothaeneas
Ernesto Aha
Ora Shantee
Serena Thao/Taoh
Shenora Tea
Milo Aubert
Morita Blue
Umberto Lia
Aderim Kaollat (tall oak Merida backwards)
Jimarcus Freeman
Travon Lamb
Garon Ottey
Isiah Richie
Alcazar
Euabalong
Hryhorii Epik
Calzada de Oropesa
Nomedra Ekilra Nellafra Nomedak Ekilak Nellafak Rellikra Rellikak Ogelra Ogelak
Fulton
Emarginula Candida Anneveld Dubowitz
Sebők
Towcester
Tófa Angantyr
Heathoric Sifeca
Esgaio
SNYEYAPOVUL DIAYAIES
Aigenkey
Mervyn
Haisman
Seo Eun-Yu
Maovais Meuveos
Doelan - a name which means "name"
Bielefeld
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yanna /ˈjanna/ n. life (lifetime), life (soul)
Ganimedes
Drazil - Lizard backwards
Yangon
Grandol City. ...once called Urbos Grandom, then Old Grandom, then Grand Old City. Now Grandol City.
Kinany
Ulagas = ULtrAGAS
Nedel = icen
Takor = tractor
Ytes
Anju
Baskfire
Earlene
Nollyopa, Liemauth, Retek, Dicleu, Efas, Desilatreun
Alazartis - Salaz(Ar)tist - Salazar Artist
Ariald
Kiwill
Kywill
Allardyce
Redruth
Oucas
Wikondon
Dareork
Holay
Froody
Abamesis Abelia Abikia Abimia Abisasis Abolia Acaquia Acecia Acelia Acisia Adaquisis Adas Adatia Adavia Adehia Adis Adoris Afakis Afalia Afania Afatia Afavos Afazia Afekia Afesis Afihia Afitia Afokia Agakia Agehos Agequia Agihia Agilia Agobia Agosis Ahania Ahaquia Aharia Ahatia Ahes Ahimia Ahivia Ahos Ahosia Ahosis Alalia Alaquia Aletia Aliria Alisis Amalia Amequia Ameria Ames Amesia Amibia Amikia Aminesis Anagosis Anasasis Anasia Anitia Anoria Anosos Apakes Apemos Apesis Apilia Apodesis Aporia Aquaria Aquas Aquefia Aquenia Aquetia Aquinia Aquos Aralia Aregia Arenas Arezesis Arobes Asabia Asas Asebia Aselas Aselia Asenesis Asisia Asohos Asopia Atamasis Ataquia Atasia Atebia Atelia Atimes Atomia Avamia Avaria Avefia Avolia Avoquia Azagia Azania Azasis Azecia Azegia Azelia Azesia Azofia Azoquia Azotia Badia Bania Bapia Baquia Barisis Basia Basis Batia Bedia Begia Besia Besis Bifia Bigia Binia Birisis Bisia Bisis Bitia Bogia Bolia Bomia Bonia Boria Bos Bosia Botisis Cadia Cafia Calia Cania Caria Cas Cavia Cekia Cemia Cenos Cepia Cequia Ces Cesis Cetia Cezia Cigisis Cimia Cinia Cokasis Conia Copia Coquas Corosis Cotia Covis Dacia Dagia Dakia Dalia Dalosis Damia Daquia Daria Dasia Debia Dedia Dehia Delia Dequia Desis Dicos Diles Dimas Dirasis Diria Disos Donia Doria Dos
Ebakia Ebasasis Ebecia Eberia Ebetia Ebisia Ebodia Ebotia Eceria Ecesia Ecezia Ecisia Econia Ededia Edenia Edidia Edipes Edomia Efalia Efamia Efania Efas Efedia Eferia Efetia Eficia Efidia Efiquosis Efis Eforia Egagia Egalasis Egalia Egas Eges Egigia Egimia Eginia Egis Ehinosis Ehokia Ehomia Ehonia Ehoquia Ehotis Eladia Eledosis Elemia Eles Elicesis Elidia Elifia Elimia Eliria Elis Eloresis Emagasis Ememas Emenia Emequia Emes Emesia Emiles Emiria Emisis Emolas Emoquia Enamia Enania Enatia Enebia Enesis Enimosis Eninia Enogia Enolia Enomia Enoria Enovia Epamia Epapia Epasia Epekia Epimia Epinia Epiquos Epiria Epis Equafia Equaquia Equaria Equavia Equazia Equenia Equequas Equesis Equibia Equicia Equimia Equis Equivas Equocia Equotia Eradia Ericia Esabia Esapia Esemia Esepia Esesis Esetia Esevasis Esilia Esisia Esocia Esolia Esomia Esos Etacia Etania Etedia Etekos Etes Etesis Etetia Etitia Etolia Etolis Etosasis Evakas Evazisis Everia Evigia Evilia Eviria Evonasis Evotia Ezabia Ezafia Ezesia Ezidia Ezigia Ezimia Ezitia Ezofia Ezos Fania Faquesis Faquia Fas Fatia Favia Fedia Fenia Feria Fifia Fihosis Fikia Filia Fimia Finia Firia Fis Fisis Fitia Fofia Fohes Foria Fos Fosis Gabosis Gagia Gahos Gakia Gaquis Garia Gazesis Gecia Gegia Gemia Genia Gequia Geras Gesia Gesis Gezia Gidia Gimia Gis Gisia Gisis Godia Gohia Gokia Goquia Goresis Goris Hacia Hahia Halia Hamia Haquia Haros Hasis Hatia Havia Hazosis Hecia Hedia Helia Hemia Henosis Hequia Hesia Hesis Hezia Hinia Hisia Hisis Hitesis Hitia Hizia Hobia Hogia Hogosis Homia Homosis Horia Hos Hotia
Ibapesis Ibapia Ibidia Ibisas Ibonia Ibopia Ibotia Icagia Icaquia Icasia Icasis Ices Icesia Icibia Icises Icitia Icolia Idehia Idenia Ideria Idogos Idoquia Ifania Ifavia Ifehia Ifelia Ifequia Iferia Ifesis Ifocis Ifodasis Iforia Ifos Igania Igatia Igecia Igedia Igoria Igosia Iharia Ihasas Ihepia Ihequia Ihetisis Ihigia Ihihia Ilepia Ilesis Ilipia Ilisia Ilisis Ilos Imamia Imas Imasia Imedia Imes Imifia Imikia Imilia Imosia Inemia Inenia Ines Inesia Inikia Inilia Iniria Inisis Inodia Inoria Inosia Ipaquesis Ipatia Ipenia Ipesia Ipinia Ipizia Ipolia Iporia Iquasis Iquelia Iquitia Iquolesis Iras Irasia Irequia Iresia Irikia Irinia Iriquia Irotes Irozosis Isebia Ises Isevia Isifia Isimia Itabia Itatia Itibis Itigia Itimia Ititia Itodia Ivakia Ivasia Ivesia Ivikia Ivisis Ivonia Ivosia Ivovia Izahia Izatasis Izimes Izimia Izisia Izosis Izozia Lamia Laria Las Lasia Ledia Lehia Lequas Lequia Les Lesia Lesis Letia Levisis Libia Licia Lifosis Ligia Lilia Liquia Lis Lisia Litia Lodia Logia Lokia Lolia Los Losis Lotasis Lotia Mahasis Malia Mamisis Marosis Masia Matia Mefia Memia Mesia Mevia Milas Milia Mimia Mis Misia Mobia Mofia Mokia Monia Mopia Moria Mosia Motia Nahia Nakesis Nakia Nania Naquia Nemas Nenia Nequia Nes Nibesis Nidia Nis Nitia Nolia Nomia Nonia Nopia Nores Nosia Nosis Nozia
Obasia Obelosis Obesia Obiquesis Oboria Obos Ocaquia Ocekia Ocenia Ocequia Ocevia Ocisia Ococia Ocohia Ocolia Ocosia Odas Odasia Odemia Odequis Odilas Odilia Odinia Odisia Odohesis Ofalia Ofas Ofasia Ofecia Ofegisis Oferos Ofesis Ofetia Ofodia Ofokia Oforia Ofos Ogasia Ogasis Ogavia Ogehia Ogemia Ogilia Ogis Ogokia Ogotia Ohanisis Ohehia Ohes Ohinia Ohitesis Ohitosis Olasis Olatia Oletia Oliquos Olis Olites Olopia Omakia Omomesis Omoquia Onaria Onenia Onimia Onopia Onoquas Opacia Oparia Oparosis Opelia Opemia Openia Opes Opibia Opinia Opiquia Opomia Oposia Oquegia Oquequia Oqueria Oquevosis Oquinia Oquoquia Oquotosis Orafia Oras Orasisis Orazia Ores Orevia Oriquia Orisia Oroquia Orosia Orotia Orozia Osagia Osatia Osemia Osesis Osibos Osilia Osohia Osoquia Otakia Otazisis Otesis Otihia Otilia Otohisis Ovegia Ovehia Ovequia Oves Ovesia Oviquia Ozafia Ozaria Ozilia Ozokia Ozolia Ozosis Pacia Pania Paquia Paria Pasia Patia Pavia Pazia Pecia Pehia Pekia Pepia Pequia Pigia Pilia Pimia Pipia Piquia Pisis Pitia Pivia Pizia Pofia Polasis Polia Pomia Ponia Posia Quacia Quahia Qualia Quapia Quaquosis Quas Quasia Quatia Quefia Quegia Quekia Quelia Quemia Quepisis Ques Quetia Quifia Quimia Quiria Quocosis Quokia Quonia Quoria Quosis Quotia Rabia Rahia Ralia Ranes Rania Rares Raria Ras Rasia Rekia Resia Resis Ricia Rihia Rilia Rinia Ris Risia Risis Rivia Rocia Rogia Rohia Romia Ronas Roria Ros Rosasis Rosis Salasis Samia Saquia Sasis Satia Sekia Senia Seques Serosis Ses Setia Sidia Silia Simia Sinis Siquisis Siria Sisis Sitisis Sobia Sogia Sokia Solesis Somia Sopis Soris Sosis Tabasis Tacasis Takisis Tas Tasis Tavia Tebis Tekia Temia Tenia Teria Tesis Ticia Tiquia Tiresis Tisis Titia Tobia Tomisis Tos Tosia Tosis Totia Vamasis Vamia Vas Vasia Vasis Velia Vequos Veria Vesia Vibesis Vimia Visia Visis Vivia Vogisis Vokia Vonia Vos Vosia Vozia Zabosis Zamia Zania Zapisis Zaquia Zaria Zasia Zatasis Zatia Zatis Zekia Zemia Zenis Zequasis Zequia Zesia Zikia
Zimosis Zisis Zizos Zocia Zolia Zoquesis Zoria Zos
kill > k word > kword > Quord
Ilatyne
Lünd
Barsolet - Laser Bot
Arthonis Evolia Arkadis Ardolis Eethria Larmonia Assendlea Andeis Andomiadis Anginnucis Apsilia Norsepia Lousia Readia Ashais Niolis
Ilveonel
Erutanis Erutania
Astereadis Astereadia
Angirnoumis Angirnoumia
Amnulocis Amnulocia
Almacis Almacia
Rasil
Offi
Tatwerguyjos
Tatwer Guyjos
Perohnal Tahner Fehdom Rehbel Gohd Pehron Ihron Wehser Nohric Lahke Mohner Furohrer Gohdan Lohver Bahner Hehroc Tahnin Godehder Forehver Dahrin Sohn Mahgic Suhgar Lenihdas Colehsol
Liggett
Tsitra Diret
Nisuq Norep Relik Luxes Nisic Renaxella Retob Laner Narepus Rasab Nixet Dowyloh Rawas Ronemed Cisab Larutan Ecycib Ralusum Renad Et Natum Retom Retaf Nassi Nilatti
Misundet
Soahn = John in Oceanic languages
Cartoonish - Caronis
ten yoko tate hane migi hidari harai ore kagi sori
Santane por Vida
Adel Marijo Aldo Marjie Almeda Jori major Delia Delora Jami
Jerold Maia Jodie Lamar Jodie Marla
Syllabah
Lingdar
Fenerin Issias Halangul Nandor Ahthaxias Nalogos
Criffon /krifˈfon/
Andagane
Maranello
infected - Dectenfi
Amga Olepha
Indaghinta - anti Gandi
https://en.wikipedia.org/wiki/Ashlar
Gavelive
Chall Cadomete
https://en.wikipedia.org/wiki/Tibb's_Eve Eve Tibb
ekilanU
Azalea Wood
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Vantil Volhel Lim Deldil Sael Firzaomval Menbah Yeorhamgal Khor Rahrem Varkhaerder Damdal Zangil
Walkil Giley Benelwin Adûnittô
Charion
Lobbach Arthur Hardy Monmouth Bernard Villemot
Fanuște Laenico Anio
Nevaeh - an actual name anadrome of "heaven"
Llamedos
Adaven
Actantoc- Aftel- Alkoy- Almap- Alondog- Ampac'cl- Andomiad- Angikam'cisum- Angivil- Angsideecopr- Ankacl- Ankibr- Ankutr- Anseloow- Antemarno- Antemegange- Antendmemmoc- Antepmuiqa- Archal- Ardoarbstepl- Arluc- Arodef- Arryow- Artitsheasw- Aryomem- Astev- Astirorret- Atchapwost- Athardbib- Atyilibom- Atyiluaxes- Atyirnete- Atyissecen- Deab- Duisq- Eapl- Eaurub- Ebordraw- Ecklash- Edgifr- Eentaruag- Eenzampich- Efidwim- Egassem- Encardocca- Enirugif- Enoireh- Epecr- Ercorkfow- Erit- Erusosclid- Esouh- Etuoq- Gob- Got- Ibo- Iemboz- Ieul- Larutarnepus- Leewh- Lerros- Meacreci- Mom- Nexiv- Niocta- Niossepred- Niosulli- Niotacificesp- Niotatidemepr- Niotaton- Niotavonni- Niotiaceppra- Niotimba- Niotisoped- Patr- Raj- Rebstol- Rendef- Rengis- Retemarap- Ronoh- Rotagistenvi- Tackej- Tairtrop- Temphlap- Toc- Wal'ni'rethobr- Xif-
Annakant = Innocent
Nthnmelur
Kandaralla Magak Kallar Antar Warawalf Saltan Parfama Sadakar Saraäs Rahl Rahlastak Klangan Alahn Gastradar Tarrafarmar Wazardla Wamsakal Kahntar Fahlds
Vultac
Anglasland Garmanland Fannasland Rassahnland Palasland Balgarahnland
Tennzeyl - Dancer Pàyjael - Baker Kuphe - Smith Dytzael - Teacher
Ytas
Vikiperida
Pravaka
Zimogorr Zimovikk
Bgunenber Annginbier Bengy Genibber Bunder, Bundre Gangy Bundber Bangeiney Buidener Gunger Buneder Gungy
Dovekie
Inommi Parattus = In Omnia Paratus = Ready For Anything
Jakk Antatlad - Jack the Untitled, a noble who disgraced his house and was stripped of all that was of it in him, including memories, using magic. Jakk dwelled the land and was an advisor for many people for periods of time, though, changing sides often.
Solcolrol - Scroll Dardak - Dark Elereder - Elder Masermater - Master Golgod - Gold Hanhadhas - Hands Aramas - Arms Rinrig - Ring Sartas - Stars Binerbider - Binder Joljot - Jolt Domeddomed - Doomed Morormodor - Mordor Citciy - City Loslot - Lost Toctuh - Touch Ferfas - Fears Ciphis - Chips
Sadaia Largaii - Large Soda
Largaia Sadaii
Van Buren
Philliams
Thawazim
Negwaudrain - NewGuardian
Biornata Guia - giornata buia = dark day
Diniera M'oro - miniera d'oro = golden mine Aro Camico - caro amico = close friend Ama Laffilata - lama affilata = sharp blade Vontagna Merde - montagna verde = green mountain Suon Bovrano - buon sovrano = good ruler
Catdelming - catcalling
Aramol
Asodas Audofon
Elebain
Gmardthgrim
Gib Bagul
https://en.wikipedia.org/wiki/Mestra Mestra, a shapeshifting lady.
Aintes Loukäm
Ankahnt - Ancient
Fenak
Anvantar Mantar Davalapar
Mheges
Kakato Rakata
Hythloday - from the book Utopia
Klaatu Verata
Aloysius
Lykke
Jelkä https://en.wiktionary.org/wiki/Reconstruction:Proto-Uralic/jelkä "trace, footprint, mark"
Agnichor
qiamind qisgird qicanlion qingno
Aethric
Harmac - (p)harmac(y)
Muflong
Mouflong
Standart Standartovich
https://en.wiktionary.org/wiki/aed
Aeferhogt Alevraan
atoxique
fjellvidde
acrimino
legmegtévesztőbb
desviviste
secandas
https://en.wiktionary.org/wiki/ruerant
https://en.wiktionary.org/wiki/allignammo
Zebedon Arabeda
Jad Gamantis
Duenacáir Duenagáir
Artyar Deny
ko̊ḷpo
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Ytess
Gulagoud
Andanda
вфкл ьфпшс Vefekol 'af-Pewec "dark magic" in ru keyboard
Jyhwgufodic Eba
Enibahos
Christopher Justice
Nymoire
Aldus leaf ❦ ❧
kintsugi -> Iguntsik -> Tiguntsike / Miguntsiki
activityscentclass discoverybirthdaymaid animalskypicture brickwomanrain inventionarchearthquake bbwbwubwuh screwcableplay partybirdcomparison impulsehaircuttaste spidertrainamount rhythmrailbeds boardcoaloranges incomewaxbulb runindustryvest slaveclubform campstationcorn powerstockingword effectshamewaste additionfrogdistribution coachbasketbadge labormarkerveil bikemilkinventor fleshtopsuit currenthallcanvas iciclechinpunishment trailpipegroup zootwistring moontreesmash
Ig-Ea Ar-Ater Ette-Hor Agnificen Orgeou Ajesti Iblica Onstrou Errifi Exua Aradoxa Requenc Arrio Lacksmit Mpt-Anva Eroi Rosio Orrosiv Rehistori Erewol Ate-Elo
Eugor It's just "rogue" backwards
airëailin - holy lake Nilëairai - egonym
palda ambar - wide world, "worldwide" Rambahaldapë
Adhegellelpmemengeorcischothov - God Help Me Overcome This Challenge
Efeanirosgoth The fear is gone
Craetora Dencar Guldan Sylvar Yrun Sevyur
Oddscare
-an, -anna, -elle, -eli, -im Kinig- Lorid- Tasik- Farim- Colid- Sitar- Lonig- Forim- Harid- Johin- Turik- Lanid- Canit- Lisit- Linit- Tirim- Worim- Kihan- Nexit- Minit- Parik- Molid-
Harim- Halit-
letmesoloher Rehol Osemtel
Azthur
Celessil - celestial Finannil - financial Esennil - esential Merurril - mercurial Docorril - doctorial
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Nivec
Ahkrepo Arehkanpo Arepedto Arepohkan Arinepo Ohkanpera Opedtera Opehkanra Operahk Operina Rinotas Rohkantas Rotahks Rotasehk Rotyras Sahktor Satohkanr Satorin Satyror Sehkator Tehkannet Tenehkant Tenetyr Tenyret Tyrenet
Eugor (Kinigan Woolseller Normesis) - a robbing hood who ended up in a monastery at age 5 but ran away at age 15, seeing conflict since his view of what's good was different from the ones taught there (he is chaotic good, the priests - lawful good or lawful neutral). Has skill with writing and charisma, knows parlay art and is good with improvised combat/running away. Knows but refuses to use some basic priest spells. Steals from the rich and gives to himself and the poor.
Cantar- -is Mavamant- -in Salvant- -il Acad- -ix Salhaat'- -ios Dragan- -ias Lazard- -io Avaan- -ia Achta'- -iel Garman- -ien Anglas- -ius Franch- -ind Fannash- -ium Arash- -im Atalaan- -iom Talkaan- -iam Rassaan- -iare Akraan'- -ion Paland- -ilus Kang- -iax Ralar- -iac Manarch- -ist
g\cigas
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thepinklink · 6 months
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*lurks*
Howdy
...
psst this is Akoros
Omg well Hi there!!!!!! :D!!!!!!!!
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gkingmusik · 1 year
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Lady Sets Boyfriend Ablaze After Her Fake Pregnancy Plan Failed
Lady Sets Boyfriend Ablaze After Her Fake Pregnancy Plan Failed
A 24-year-old lady identified as Toyin has set her boyfriend, Moses Baba-Agba, 26, ablaze at Akoro, Badagry Area, Lagos State after his decision to end to their relationship. Lady Sets Boyfriend Ablaze After Her Fake Pregnancy Plan Failed The aunt to the deceased, Pedetin Baba-Agba said the suspect told her boyfriend, that she was pregnant and in return he has being giving her money for…
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youthsloadedmedia · 2 years
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Body Of Ondo JSS Student Recovered 3 Days After She Was Swept Away
Body Of Ondo JSS Student Recovered 3 Days After She Was Swept Away
Body Of Ondo JSS Student Recovered 3 Days After She Was Swept Away The Body of a Junior Secondary school student has been recovered three days after she was swept away by flood in Ikare Akoko, headquarters of Akoko North East Local Government Area of Ondo State. The Deceased, Motunrayo John, a student of of St. Carmel School, Ikare-Akoro, was swept away around River Dada, in Semusemu area of…
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scarletnews · 2 years
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Flood - Rescuers recover Body of secondary school student 3 days after
Flood – Rescuers recover Body of secondary school student 3 days after
Rescuers have discovered the body of secondary school student and recovered it three days after she was swept away by flood in Ikare Akoko, headquarters of Akoko North East Local Government Area of Ondo State. The deceased, Motunrayo John, a student of of St. Carmel School, Ikare-Akoro, was swept away around River Dada, in Semusemu area of Ikare Akoko on Tuesday June 21. One of the students told…
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davidsoto666 · 2 years
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ODDÉ
Oddé se presenta como el padre de Oshosi, hijo de Yemayá y Osain.
Es dignatario de los hechiceros cazadores.
Es una especie de Entidad que vive con Ozain, del cual se dice que es hijo legítimo. A Odde se le relacionan 101 especies diferentes de aves, aunque en su carga sencilla se utilizan sólo 21 especies.
Lleva muchas raíces, entre las cuales no pueden faltar: papa, Shayo y varias tierras y palos. Se monta en un muñeco que tiene la lerí forrada de caracoles y rematada con un frontil de venado, con sus astas y dos tarros de buey.
Es un Orisha que entregan exclusivamente los Babalawos y las funciones de Oddé son muy parecidas a las de Oshosi.
Oddé salva a las personas de la persecución, de las injusticias que ocurren en los tribunales, de las fuerzas e irradiaciones malévolas orientadas contra una persona inocente. Oddé no se asienta en cabeza de nadie.
Los Oloshas no lo consideran un Orisha Ololori de ningún ser humano sino una especie de fuerza de la naturaleza o del entorno.
PATAKIE
El Camino Donde Nació Oddé.
En la ciudad de Ketú vivía Okute que era mujer de Ogún Alaguede y tenía tres hijos; Añaguí, Akoro e Igbó.
Igbó tenía los cabellos largos y con vuelos como un carnero, Añaguí vivía en los arrecifes y tenía dos caras. Y Akoró era muy feo y trabajaba en los campos.
A Añaguí ella lo dejaba en los arrecifes pues él no quería salir de allí. Un día ella va a casa de Orunmila a ver la suerte de sus otros dos hijos Igbó y Akoro y le salió Oyekun Birete, donde Orunmila le dijo que uno de sus hijos sería cazador; pero si él cazaba de noche en luna llena, Osain lo encantaría y no podría volver a la casa.
Yemayá regresó a la casa y se lo dijo a Igbó, pero este no hizo caso y salió a cazar en luna llena.
Todos los cazadores en el monte se reunieron alrededor de un gran Iroko y de ahí partieron. En el monte, Igbó se encontró con Osain el cual lo encanto con sus hojas y se le adormeció toda la cabeza y no sabía donde se encontraba.
Cuando se despertó, se había convertido en Oddé -el hechizado- sin saber nada más de lo que sucedía en el mundo de los vivos.
Cuando la cacería terminó los cazadores se reunieron junto al iroko y llamaron con sus cuernos de caza en vano, pues él no regresó.
Akoró se puso muy inquieto cuando los cazadores le dijeron a Okute que su hijo no había regresado.
Yemayá supo enseguida lo que había pasado.
Akoró decidió ir a buscar a su hermano y fue a la herrería de su padre y forjó siete herramientas -pico, pala, hacha, lanza, cuchillo, guadaña y machete-, se las echó sobre la espalda y se fue al monte.
Abrió un camino cantando:
"Ogún Nikote Bowale
Mariwó Loare
Akoro Nikoto Bowale
Mariwaó Loare".
Y se encontró con Oddé cubierto de plumas de los animales cazados.
Lo echó sobre su espalda y volvió con él donde Okute.
Ésta no lo quiso recibir y le dijo que por desobediente no era digno del amor de su madre ni de su padre.
Akoró dijo: "Si ustedes no pueden recibir a Igbó, no me reciban a mí tampoco, me voy con él para el monte".
Y en el camino cantaba:
"Awa Bogbo Ni Togun O
Nile Tona Ni Alaguede
Awa Siba Omorode
Ogún Akoro Shi
On Bogbo Koro Nire
Mariwao Obogde Obogde
Ogún E Mariwo Obogde Obogde".
Y así se quedó a vivir con Igbó.
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neshirys · 4 years
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COLLAB: Towards the adventure! by MrsVolv & Katagro.
This is a fantastic birthday collab illustration I got from my two artist friends some years ago. I was searching for my old drawings of my fanart OCs and I found this piece. Nostalgia hit me and I realized I’ve never posted it here! 
It was so sweet since they hadn’t played and finished Golden Sun game then, yet they created their OCs to keep me company on my adventures. I explained all details and helped to figure the bio & setting for every of them and we had really creative fun! And then they drew this special illustration for me <3 
Foreground: Lana & Piers (Lemurian sailors), background: Saeram (a werewolf from Garoh) & Akoro (little ”pirate” from Daila). More info & details about them: [here] and [here]. 
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thefourthnorn · 5 years
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Hey yoooo it's my commission prices!
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thelogbookproject · 11 months
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The Unity of Skovlan, Entry 1: The Full Project
The Unity of Skovlan is an upcoming unofficial supplement to Blades In The Dark about the fall and rise of the Skovlander people. This series explores what it contains in the leadup to its September release.
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Today, we’ll be exploring the totality of the project, what it is, and why you should stay interested in it.
So what exactly is The Unity of Skovlan made up of? The book is a compilation of a prequel campaign (The Unity War), a short story (The Legacy of Stonetable), and a collection of extra Blades content to play a game focused on Skovlander revolutionaries called Fractured Unity. The last of these was successfully Kickstarted on its own in 2021, and its success has prompted my continued work on the rest of the parts, in particular The Unity War, which I think is a revolutionary (if you’ll pardon the pun) way to approach campaign-writing in Forged in the Dark.
Today I’ll be explaining the basics of what each one entails, but first, I wanted to start with a little background on the Skovlanders and why they need revolution. Introduced in the core book of Blades in the Dark, the Skovlanders are the largest minority group in the game’s Doskvol setting, a city on the edge of the largest island, Akoros. The Empire, based on Akoros and made up primarily of Akorosians, took the city of Doskvol from the Skovlanders centuries ago, but there remains a substantial Skovlander population there. Skovlan itself is a neighboring island, and at the time of the “present day” of Blades in the Dark, the two islands had been at war until two years prior. This war, The Unity War, began 38 years ago when the Empire attempted to plant its toxic leviathan blood processing facilities on Skovlan’s shores. Akoros considered Skovlan to be one of its subject territories, while the Skovlanders considered themselves simply allies, not subjects. The Skovlanders resisted, and the War raged for 36 bloody years, ending in the total conquest of Skovlan by the Empire. A substantial refugee population wound up in Doskvol, oppressed and impoverished. All of this is information directly from Blades in the Dark.
This story has always fascinated me. There is functionally no more on it in the game, and I’ve always wanted to dig further into that conflict, burning just under the surface of the city, neither side having forgotten but with everyone too bloodied to do anything about it. This is what inspired Fractured Unity, which digs deep into the culture of Charhollow, the Skovlanders’ slum neighborhood. Fractured Unity is exploding with cultural concepts and new tensions to play with, and is anchored around a new Crew type, called the Echoes, who are direct revolutionaries trying to build up enough force to actually enact meaningful change in Doskvol, and the changes in the supplement all support making that change achievable.
I also wanted to dig deeper into what happened in The Unity War, as it can provide context to the Skovlanders’ struggles and create specifics for the Echoes to fight against. It’s also important that the War is beyond hope. The story of the Unity War is inherently tragic; the Skovlanders will lose. The only question is what they manage to accomplish while they’re losing. My dream was to develop a war-story campaign that could be played as a lead-up to playing Fractured Unity, providing both a conceptual and mechanical ramp-up while introducing both specific elements of Skovlan culture and history and opportunities to participate in creating that history for the table. I believe I’ve achieved that, and will explore how over the rest of this series.
Lastly, The Legacy Of Stonetable is a short story about a day in Charhollow through a Skovlander veteran’s eyes. It makes for a great transition section between the two mechanical portions of the game while adding supporting detail about one of the most conceptually-challenging Skovlander cultural elements that I’ve added, the Mend.
Over the course of this series of posts, I’m going to explain how all of this works and why you should be super excited about it. The release is coming in September, and new posts will go up each Monday, Wednesday, and Friday. All the posts will be archived on the core Unity of Skovlan page of my website, which will be linked at the end of each post. Sign up for my Patreon for a preview of The Unity War, along with a whole ton of other content for an extraordinary bargain price of $3 for currently active drafts and $10 for my whole backlog. As of July 1st, the $10 tier will give you early access to the full game in advance of its free release in September.
The Unity War releases for PWYW on September 1, 2023. Check out https://tinyurl.com/tuos-details for the rest of this series! Sign up for my Patreon at https://patreon.com/thelogbookproject for a preview, and full early access to the game as of July 1st. See you Wednesday!
PS: I wrote this series before licensing issues forced me to cancel a crowdfunding effort in favor of a PWYW release. I've tried to adjust the text, but if you see anything leak through about a "campaign" or "crowdfunding," that's what's up. Thanks for understanding, going through all of these entries amending them like this is emotionally harrowing so I'm trying my best.
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Ship children. And SR. Bubble and Phil are ship children with @gumzilla13 and Felicity. Blue is the daughter of Jaden and @juilie-the-ghost
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akoros · 6 years
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Funny idea for my Avengers fanfic.
https://m.fanfiction.net/s/11456236/1/My-Scars-Burn-Bright-Against-the-Dark-Dark-Night
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asedanaraka · 3 years
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Ogoun a jo e Mariwo (Ogou se manifeste com o seu mariwo) Akóró a jo e Mariwo (Akóró, se manifeste com o seu mariwo) (Akóró – qualidade de um Ogou) Ogou pà lè pà lona (Ogou mata, tem poder de matar no caminho) Oggun a jo e Mariwo E ma tù Ye ye (Vós sempre anima a nossa vida) (animar = reviver) Ogum o Orixá Àwa sí Iré Oggun o (Abra a nossa gira Oggum de Ire) (Ire = Cidade da Nigéria) E oun jo jo (Dance conosco) Awa sí Iré Oggum (Abra a nossa gira Oggum de Irè) (Ire = Cidade da Nigéria) E oun jo jo e oun je je (Dance conosco, coma conosco) Oggum ní ta ewe rè (Oggum no fim da tarde quer seu feijão) Oggum ní ta ewe rè (Orixa Ogum no fim da tarde quer seu feijão) A Oxóssi ko rí a lódè (Oxóssi colhe pra ele, na chuva, lá fora) Ogum ní ta ewe rè (Orixa Ogum no fim da tarde quer seu feijão) O ni ko tó ile ògún (Orisha Oggun é guardião da nossa terra, nossa casa de santo) Akóró umbo bò silé (Akóró estamos lhe esperando) A Orisha Oggun Meje Iré (Ogoun das 7 aldeias de Irè) Ire Meje Meje Katakata òbí meje (aqui e lá ele está em 7 lugares) Òbí meje àna gbod-ó (ele está em 7 lugares tomando conta de todos) Katakata òbí meje (aqui e lá ele está em 7 lugares) Òbí meje àna gbod-ó (ele está em 7 lugares tomando conta de todos) E pà mi Ogoun, Ogoun pà meje (Ogoun mata 7 vezes sem pestanejar, Ogoun mata 7 vezes) E meje mi òsè (Ele faz tudo em 7 dias) E pé lè já pé lè já (Seu poder nos protege nas lutas) Ogou Onirè E Aáké lódè koró oun bè lè (Pedimos que use as suas armas para vencer nossas lutas) Akóró o Ogou já koró oun bè lè (Ogou Akoro pedimos que nos dê forças e nos ajude a vencer nossas lutas) Ogou onirè o a koro Onire re gbé de (Ogou Onire pedimos que traga suas dádivas para este lugar e para nós) Aáké Ogou Onire ore gbé de (Ogou Onire, seu machado atrai forças para nós) Ogum se kó re nde se kó re (Ogum, corte e nos ensine a cortar, atrair e cortar, nos ensine a cortar) Ogum se kó re nde se kó re (Ogum, corte e nos ensine a cortar, atrair e cortar, nos ensine a cortar) E pá ní òbe Ogum pá ní obé (Sua faca mata, Ogum, sua faca mata) E pá ní òbe Ogum pá ní obé (Sua faca mata, Ogum, sua faca mata) 🟠 Continua nós comentários 👇 (em Salvador, Bahia, Brazil) https://www.instagram.com/p/CR1c4VoHh1n/?utm_medium=tumblr
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