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#but its like. most people have access to some level of magic and each race has a specific kind they specialize in
waywardsalt · 3 months
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thinking about how id piece together how magic works in hyrule. into the tags it goes
#like im not gonna go in deptj and build a massivr magic system i am simply not interested enough and its not important enough#but its like. most people have access to some level of magic and each race has a specific kind they specialize in#not as in theyre naturally attuned to it more that they have the right circumstances and items and shit#and dark magic doesn not equal evil and light magic does not equal good#also the hylian royal family dont have goddess blood or w/e they are just natural light magic users#and the female members of the family are the only ones able to use it really well with little practice/in a pinch#yadda yadda hylia died when reincarnating or w/e as sksw zelda so she technically didnt have goddess blood#just like. some fragmenta of hylias being that persisted to get to her to do her plan#im trying to get rid of the hylian royals having literal goddess blood while semi sticking to canon dw abt it#i think its interesting if they just lie about it. strong enough light magic users can just use a bow of light its not unique to royalty#anyways most people can only harness up to two different magic types or one type really powerfully#some people dont haven enough innate ability to harness a specific type but have enough to interact with magically-infused items (link)#light powers and healing powers are connects but count as two different types if that makes sense#and dark powers have a subset where… its fire emblem nosferatu. but its rare and hard to harness and can be dangerous to the user#magic types can be passed through family lines if powerful enough but its not guaranteed and ppl can still choose what they commit to#everyone has one or two they are naturally inclined towards but w/ enough practice can excel at whatever they want#its just easier to tap into those innate magics and it tends to be based on the persons personality and ideals#in general high tension situations or situations up against an opposite/strong vs magic type can unconsciously power up someones magic#people with very low innate magic ability can practice to be attuned to one or two types and use it well but it requires a lot of practice#people also have different thresholds of how much magic they can use and how strong that magic is (mana pool kinda)#you can use a LOT of spells but not be able to handle strong ones or can only use a handful but can use very strong ones#that can also be changed with training#its basically like. people start with some predestined abilities and stuff but can choose to do whatever#ofc different ruling systems and stuff have different opinions and rules on what magic can be used and by who#the hylian kingdom is most restrictive while the gerudo embrace magic- the sheikah embrace it the zora embrace it the rito are meh on it#this is the ganonbeck au. btw. magic system isnt uniform across my aus#salty talks
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thecreaturecodex · 9 months
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Protean, Temortanga
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“Quetzalcoatl” © Leah Sutherland, accessed at her deviantArt gallery here
[After eight years, I’m finally doing it. I’m writing proteans. The proteans are the only one of Pathfinder’s outsider lineages I haven’t written any of before. This is because I find them too samey. They look cool, don’t get me wrong. And they pack a huge punch in combat; I have gotten really close to a TPK in a fight with three proteans versus optimized 15th level characters. But that’s all they seem to do is fight. We’re given hints about protean choirs, but all of their monster entries get very abbreviated in the Bestiaries, and all of them seem to be focused on fighting lawful creatures. There’s more to change than just destruction!
So I’m putting my own spin on it. Each of my proteans is going to focus on something else that changes, and have some sort of ability that changes themselves as well as changes others. And each of them will have some sort of goal that isn’t directly tied to “kill lawful creatures”. They’ll be designed to fit into CR gaps among existing proteans, so that way there’s a stat block for each CR 2 through 20. And I am going to cap this off with a protean lord, although in this case she’s not my character; she’s a collaboration.
So the temortanga is the one protean I’m writing who doesn’t fit into a CR gap. It’s another CR 4 protean, after the ourdivar, which is my least favorite protean, both conceptually and mechanically. Conceptually, they only exist when summoned. Mechanically, the most interesting thing they do is explode when they die.Not to toot my own horn too much, but “Cinderella’s fairy godmother as a fashionista” strikes me as a cooler concept.
Oh, and because I like to play games, each of these entries contains a riddle. The names for my proteans (minus the protean lord) will be anagrams of people’s names who are thematically related to the protean. Can you guess who “temortanga” is named after?]
Protean, Temortanga CR 4 CN Outsider (extraplanar) This creature is humanoid from the waist up, with a beautiful if noticeably inhuman face. Below the waist, she is serpentine, with scales in rainbow hues. Her arms have a set of feathers like long sleeves, and similar feathers grow from the tip of her tail.
A temortanga is a protean trendsetter; they represent changes in fashion and appearance. Their faces are more humanoid than those of most proteans, at least typically. A temortanga can change its face if it chooses to a more serpentine one, or to something wholly novel—they usually use this ability when interacting with non-humanoid races to make them feel more comfortable, or occasionally for shock value. They are not especially interested in combat, much preferring to talk, perform or play dress-up. They can create new clothing out of thin air, and their scales and feathers crumble away to form various kinds of paints, dyes and other cosmetics. Their fashion alterations are usually temporary, but a temortanga might slip a piece of its own real jewelry or fancy clothing into a costume for someone it especially likes, or incorporate previously existing materials into a new look.
If forced to fight, temortangas can scratch and lash out with their tails, but not especially well. They prefer a support role, supporting their allies with bardic performances and using spells to damage or embarrass enemies. Their passion for fashion does have a defensive purpose as well; a temortanga can imbue one of its garments with protective magic, and they change this as they need to in order to be safer in their particular fight.
Temortangas are usually obsessed with being in the spotlight; what they do, they do for the applause. Their attitudes tend towards excitable, even giddy, although they are skilled enough at social graces that they can maintain a poker face when they need to. Temortangas are cliquey, with shifting friend groups based on artistic interests and fashion choices, but moving back and forth between groups is seen as perfectly acceptable. They know that they are relatively weak compared to other proteans, and may use flattery and charm to recruit stronger proteans as allies. Unlike many other proteans, they enjoy being summoned by mortals, because it gives them a chance to share their talents with a new audience and catch up on new trends  
Temortanga          CR 4 XP 1,200 CN Medium outsider (chaos, extraplanar, protean) Init +3; Senses blindsense 30 ft., darkvision 60 ft., Perception +11 Defense AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor) hp 39 (6d10+6) Fort +6, Ref +8, Will +7 DR 5/lawful; Immune acid; Resist electricity 10, sonic 10 Defensive Abilities amorphous anatomy, defensive dress, freedom of movement Offense Speed 30 ft., fly 40 ft. (good) Melee 2 claws +7 (1d4+1), tail slap +2 (1d8) Special Attacks bardic performance (19 rounds/day, standard action, countersong, fascinate, distraction, inspire courage +1, inspire competence +2) Spell-like Abilities CL 4th, concentration +7 (+11 casting defensively) At will—command (DC 14), polypurpose panacea, vocal alteration 3/day—chord of shards (DC 14), distracting cacophony (DC 15), shard of chaos (DC 15) 1/day—matchmaker (DC 15), shamefully overdressed (DC 15), smug narcissism (DC 16) Statistics Str 13, Dex 17, Con 13, Int 18, Wis 14, Cha 16 Base Atk +6; CMB +7; CMD 20 (cannot be tripped) Feats Alertness, Combat Casting, Extra Performance Skills Appraise +8, Bluff +10, Diplomacy +10, Disguise +16, Escape Artist +7, Fly +14, Intimidate +7, Knowledge (local, nobility) +12, Knowledge (planes) +11, Perception +11, Perform (sing) +10, Profession (beautician) +6, Sense Motive +11, Stealth +10; Racial Modifiers +6 Disguise, +4 Knowledge (local, nobility) Languages Common, Elven, Gnome, Protean, Sylvan SQ change shape (humanoid or fey, alter self or fey form I), conjure costuming, made of makeup, meaningful makeover (3/day) Ecology Environment any land or urban (Maelstrom) Organization solitary, pair or clique (3-8) Treasure standard Special Abilities Bardic Performance (Su) A temortanga gains the bardic performance ability of a 4th level bard. This stacks with levels of bard for the purposes of advancing bardic music, but not other bard class abilities like spellcasting or versatile performance. Change Shape (Su) A temortanga can change shape at will, but does not gain any healing from reverting to its normal shape, as is typical for proteans. Conjure Costuming (Su) As a standard action at will, a temortanga can create clothes, wigs, jewelry or any other item of apparel worth 100 gp or less. Such items decay into feathers and shed scales within 8 hours. Defensive Dress (Su) As a standard action, a temortanga can designate one piece of clothing or jewelry it wears as its defensive dress. It then gains a resistance bonus equal to its Charisma modifier on one type of saving throw (Fortitude, Reflex or Will) as long as that item is worn, or until the temortanga spends a standard action to change it. The statistics above include this bonus to the temortanga’s Fortitude save. Made of Makeup (Ex) A temortanga is always treated as having a disguise kit that never runs out of uses. It can make disguises for other characters without penalty. Meaningful Makeover (Su) By spending 10 minutes applying makeup to a willing creature, a temortanga can grant that creature a +5 morale bonus to two Charisma based skill checks of the temortanga’s choice. This bonus lasts for 8 hours, or until the makeup is washed off. A temortanga can use this ability a number of times per day equal to its Charisma modifer. It can use this ability on itself, which does count against its pool of uses.
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aikoiya · 10 months
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LoZ - Magic in Hyrule
You know, I'd be very interested in seeing the differences in the magics used by the various peoples of Hyrule.
From the Humans, to the Hylians (the Sheikah & Yiga being subcategories of which with their own branches), to the Zora, the Rito, the Gorons, the Gerudos, the Korok/Kokiri, & the Zonai. Even going into more obscure races such as Deku Scrubs, Skull Kids, Yeti/Anouki, Twili (who I heard once were Sheikah adapted to the Twilight), Minish, Mogma, the Wind Tribe (which I think would be a tribe of humans that decided against leaving Skyloft), & even the Occa.
Like, what sort of magic would they all excell at?
Keep in mind, -mancy actually means divination, -turgy refers to shaping, & -magy indicates the practice of magic.
For instance, the Twili would definitely have umbraturgy (shadow magic) & crepuscuturgy (twilight magic; a mix of both light & shadow magic), but I think the Sheikah & Yiga would too. Not to mention, the ways in which each race approaches using their magic would be different.
For instance, I can see the Sheikah & Yiga having magical styles similar to Ninjutsu, Genjutsu, & Fūinjutsu from Naruto. I suppose that Fūinjutsu would technically be a variety of runemagy (channeling of magic via the use of symbols & the creation of charms) though?
Maybe Humans are proficient at potionmaking, alchemy, magical infusion, & runemagy?
Gorons & Mogma would both have access to pyroturgy, geoturgy, & even crystalloturgy (fire, earth, & crystal manipulation magic respectively). I can also see Gorons specifically having a connection to geothurmoturgy (magma magic).
I feel as though the Minish would specialize in some sort of crafting magic as they are sort of the Hyrule equivalent to little helper/household/shoemaker elves. Likely including magical infusion much like humans.
Similarly, I wouldn't be surprised to learn that the Great Fairies of BotW/TotK were also magical infusion specialists. Because they don't exactly design outfits, just enhance them.
Kokiri/Koroks, Deku Scrubs, & Kikwi would obviously have chloroturgy/phytoturgy (plant magic), Zora are hydroturgy (water magic), Rito, the Wind Tribe Humans, & even the Hylians of Skyloft having aeroturgy (wind magic). Not to mention Yeti & Anouki with cryoturgy (ice magic).
Not sure what the Lokomo would have though.
Then, there's the Gerudo with electroturgy/fulgorturgy (electric magic), but at the same time, I see the Gerudo, & possibly even the Sheikah/Yiga & Twili also having access to animagy (spirit magic) & animancy (magical communication with spirits). Even the forbidden necroturgy (magical manipulation of corpses).
The Gerudo due to how Nabooru was the Sage of Spirit & the Sheikah/Yiga due to the Sheikah seeming to have a connection to death & the Shadow Temple having been in the Kakariko Cemetery.
Though, I'd also give the Gerudo some power over duneturgy (sand magic) & crystomagy (gem infusion magic).
There'd also be the Links' apparent natural talent with acoustiturgy (music magic). Which, I believe that the voice is the most powerful musical medium due to its more immediate connection to the soul which music magic resonates with on a different level to other magics. Instruments, while still powerful & meaningful with a strong connection to the soul, there exists an ever so slight disconnect that simply isn't as immediately present when singing.
I think that there'd also be something like naturaturgy (nature or wild magic), which I think would be very rare, but can appear in anyone regardless of race. It, by its very nature, is pretty unpredictable. But Wild Link totally has it.
Though, for the most part, the different magics can appear in any race, it's just that certain races are innately predisposed to their race's specific element & those magics tend to simply come more naturally to them, more easily, than other magics.
It'd just be very, very interesting to think about.
LoZ General Masterlist
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smoothgeometry · 11 months
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Setting Info (accessible ver.)
[IF YOU'RE INTERESTED IN KNOWING MORE ABOUT WHAT LIFE IN THIS UNIVERSE IS LIKE, THIS IS THE RIGHT PLACE! WHAT YOU'LL FIND BELOW ARE DESCRIPTIONS OF THINGS PEOPLE ARE USED TO SEEING AND INTERACTING WITH IN THIS SETTING.]
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Every Day Life
a summary
Obviously, culture is different across locations and people, but this is going to be a broad stroke sort of description centered mostly on the Big City that is the main focus of the sandbox. For a more in-depth look at "other places" and general culture, feel free to click the links at the end of each section below.
OVERVIEW
Day to day life for most is a mix of technology and magic present in almost every major city and accessible when interacting with public-facing tools and inventions even if not owned privately. Interactive holograms, clothing and material charmed for durability (or simply made of more durable materials) abound, though some come with a cost that isn't always accessible. Potions are regulated in a similar manner to medicine depending on the effect. Generally, financial class can be determined by where a person lives and the degree to which technology is present in their private life. Magical ability also plays into personal comfort, as sometimes capability with magic can make up for more expensive comforts in one-off circumstances.
Most of the persisting world infrastructure is modeled on pre-existing Human standards, though some things are augmented to take into account changes resulting from the The Great Reveal (what people call the event involving the merging of planes and large influx of magic and magical creatures to Earth in 2014). The event was not altogther a peaceful one, and there was systemic damage to cities and civilized areas that had to be rebuilt. Many major cities are unrecognizable from previous skylines. There are new islands, fault lines, mountain ranges, and some ecosystems have been forever altered for both better and worse due to the influx of magic and its effect on the earth. There are many locations that have still not been explored to the fullest, even if the most threatening dangers have been subdued; doing so is quite a lucrative (albeit risky) career path.
In general, buildings and locations are human-sized; more often than not, non-humans Glamour themselves when out and about for the convenience of others (certain body heights and shapes are outlawed in public, for example). This goes doubly or triply for slaves while out in public. There are some locations, districts, neighborhoods and grounds that are large and/or cater to the natural sizes of some creatures, such as demons and weres (those with 'blood curses'), but they and their perimeters are clearly marked and cost is certainly a factor in occupying these coveted spaces. It's very expensive to commission a building for these purposes, so many of these places are leisure resorts or businesses that cater to peoples of specific race or culture, to boast comfort and accomodation. (However, there are regulated limits for these as well, depending on certain factors like occupancy numbers, potential for collateral damage, etc.). While there are exceptions for calamitous events and self-defense, the cases in which someone could get away with this (especially in a public space) is extremely rare.
Due to the influx of population of other races and peoples to Earth during The Great Reveal, cities often have "Upper Levels" or "Islands" added to them to accommodate more people. These are floating districts that are akin to suburbs; they house some of modern architecture of the age in the form of homes, apartments, parks and office building. The style of these buildings are more modular and glossy. Actually owning real estate is a matter of wealth or extraordinary luck, and owning a home rather than staying in a massive apartment building is a slightly lesser flex.
Slaves and services rendered by them (under the eye of watchful masters) are pervasive, especially in the upper and lower most echelons of society. They are a class defined (using that term loosely) by four circumstances: 1) those captured during The Great Reveal, proven to have had intent to cause harm to the planet and its citizens during that time, 2) off-spring of those creatures, 3) those who "agree" to enter and be registered as slave status voluntarily, (unfortunately, this often includes children whose parents or guardians abandon or sell them), and 4) unprotected illegals; for these reasons, it's fairly rare to see Humans sold or traded on the market. They represent amassed wealth at least and are symbols of status at most. The acquisition and distribution of them are regulated, though not much else is (regarding personal treatment). Many fill service jobs and service families and estates, and usually regarded as an invisible part of the backdrop of life. They are a very controversial topic, of course, and they deserve their own post. It should be noted however, that worldwide, slavery systems are sometimes coded differently socially, and occasionally this causes culture clashes.
There's no shortage of vices to be found, of course, and the integration of magic and tech has been the catalyst for some interesting engineering with just about anything that can be imbibed. Clubs are lucrative, especially for elitist Masters who want to mingle with like-minded people and drown themselves in decadence while they flaunt their status. It's possible to find ones for any sort of theme or vibe. Some leisurely retreats are in fact segregated depending on the services that they offer, as there are some intoxicants that are either too potent or deadly for Humans to consume.
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astaroth1357 · 4 years
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Demonic Pregnancy (But It Makes the MC… Problematic)
Okay, so hear me out. I know the prevailing idea is that a human getting pregnant with a supernatural kid would sap their strength and what not… But what if the opposite happened? So basically, getting pregnant by the brothers would make the MC physically stronger, but more susceptible to their sin… Oh this is going to be fun. 😈
Trigger Warning: Pregnancy
Lucifer
First noticed something was up when the MC came into his office to bring him coffee and casually ripped the door of its hinges… with one hand… by the handle…
He didn’t even have time to be mad about it because he was already frantically texting Diavolo and Barbs that there was something very wrong with the human. They’re not supposed to do that.
Meanwhile MC is in the background marveling at the newly freed door in their hand… They hadn’t even thought about it! Is this what having power is like?? Are they actually dangerous now??? Better not let it go to their head…
*it is totally going to go to their head*
Lucifer learns two things pretty quickly, (1) The human is pregnant with his child and (2) They’ve just been given access to a whole lot of power and they’re mind is set on one thing: Domination.
The next nine months for him are spent practically having to leash the MC or else they’ll go out to pick fights with anything that moves to prove their “superiority”… His brothers and even Diavolo included!
It wouldn’t be so bad if their body wasn’t still very human and very breakable… and also they’re PREGNANT, so please STOP!!
This baby, honestly, could not come fast enough… Good thing demons don’t develop grey hairs… Poor guy…
Mammon
Noticed something was up when they were chatting out at RAD and they dodged a stray ball from Beel. 
They dodged a ball. From Beel. And he throws at, like, Mach 7 speed… And it didn’t even look hard!
… But being the dumbass that he is, he just thought they had gotten a lot better at their magic. It was Lucifer who saw something wasn’t right when the MC was actually holding their own against Mammon and Beel in a race.
Was thrilled by the news at first but then quickly learned that he must have infected them with Greed somehow…
They wouldn’t stop begging for new stuff! Sometimes for him or the baby, but mostly just whatever struck their fancy the second that they saw it.
He’d try to tell them no but then they’d look all sad or whine about hard it was to be pregnant and how they couldn’t do things like tie their shoes or stand for long periods of time or…
(Never mind the fact that they could bench-press Beel if they wanted to, no no, that didn’t matter.)
His nine months were pretty much spent pandering to Lucifer and Levi for more loans to keep his MC happy… and praying they’d snap out of it after the baby finally came because he CANNOT keep paying for their crap…! 😥
Leviathan
MC and Levi playing games in his room and one of their online matches got particularly heated… The MC may or may not be prone to gamer rage, but that night they got so frustrated that they snapped his controller in half like a toothpick…
They were too busy trying to frantically apologize to take notice of their sheer strength, but HE did. And he was thrilled!!
Like, sure, it sucks that he’d have to buy a new controller but that was So. Cool. Their strength was like something out of a shonen!! He was honestly fanboying too hard to question, “Wait a minute, how did they even get that strong??” The MC later went to Lucifer themselves to get it all got sorted out (really Levi was no help whatsoever) and man was he shocked by the news…
Though he was even more shocked by the sudden spike of jealousy that they seemed to exhibit afterward… Like, extreme “You better not leave my sight” level jealousy… 😣
One the one hand, he’s kind of into it because being alone with the MC is all he’s ever wanted!… but on the other hand, dude really wants some space… 
He tolerates the next nine months for three reasons: (1) He does honestly love the MC, (2) Watching them break (other people’s) stuff and fight demons with their bare hands will never stop being cool, and (3) He’s somewhat afraid of what they’d do if he tried to leave so…  😥
Let’s hope the effects are temporary…
Satan
Found out something was wrong when he and the MC went to the park. He saw an old acquaintance of his and left to go say hi but came back to find that the MC had uprooted an entire park bench to squash a nosy lesser demon…
Nothing, absolutely NOTHING, he’d ever read about humans told him that they were capable of that!
Figuring this has some kind of magic origin, he doesn’t bring them to Lucifer but to their resident human sorcerer instead, Solomon…
…and THAT bright idea ended up getting the MC magic tag-along throughout their pregnancy since Solomon wanted to make "a few” observations, the lying bastard… 🙄
Even more unfortunate though, is that the introduction of Wrath into their system also gave the MC an utterly monstrous temper which didn’t help their newfound strength at all…
Poor Satan gets saddled with caring for what amounts to a hair-triggered glass cannon… (though really it’s less protecting them from the world and the world from them 😣).
Needless to say, he’s lost quite a few bookcases over the next several months…
Asmodeus
It was another night with Asmo, so another night out clubbing. He and MC were together for most of the time, but they had left him briefly to get another round of drinks… and somehow got dragging into a straight up brawl in the process.
And they WON…
Asmo brought them right to Lucifer after that. Like, he loves you sweetie, but there were like ten lesser demons there and no way a little human like yourself could pull that off without something being up.
Oh he was overjoyed by the news, but the real test was yet to come… Who would give out first? The Avatar of Lust or a very, very, astronomically horny MC…?
In truth, no one in the House ever wants to talk about what happened for those next nine months ever again… The things they saw… The things they heard… Filthy, filthy things….. 😖
And more broken beds than anyone could care to count…
Let’s just say that they’re all happy the MC was already pregnant, otherwise they’d be dealing with a LOT more demon babies running around… What a hellscape that would be…
Beelzebub
The MC was helping him move some of his weights between rooms. They were only supposed to carry the lighter ones (which really weren’t that light) but they were carrying them so easily that the two got suspicious… They tried to lift one of his heaviest barbells and, to their amazement, they picked it up even easier than he could!
They both just kind of stared at each other for a few seconds before calmly agreeing to go find Lucifer. This probably wasn’t normal…
What pregnancy even was had to be explained to Beel since he doesn’t really understand humans and he only needed one thing confirmed…
So, they’re eating for two now?
And boy did they act like it! The MC’s appetite practically tripled as the months went on and he did his best to keep up for them. He even missed a meal or two for the first time in his life because he was so preoccupied making sure his MC had enough to eat… 😣
Their tastes also got weirder as time went on… At one point they asked for Solomon’s cooking which nearly had him “Nope-ing” out of the relationship right there. He stuck through it to make them happy, but he couldn’t watch them eat it… Even he has his limits, MC… 😟🤢
Wants the baby to come out already if for no other reason than he can finally go back to being the biggest eater of the House again. Having to work around two is a nightmare for everyone…
Belphegor
Would you believe he straight up didn’t know for weeks?
Like, they told him they were pregnant a while ago but all the pregnancy seemed to do was make them really sleepy…
Combine their naps with how often he’s dead to the world and it just never got brought up. 🤷‍♀️
That was until the day it was his turn to vacuum the common room and the MC was resting on the couch…
“MC, can you move? I need to get under there.”
“Hm? Oh, sure. Let me help.”
They then proceeded to get up and lift the couch with one hand like they were Beel or something!
He was, perhaps, slightly miffed that they didn’t think it was necessary to mention they had gotten a butt ton stronger for like a month, but you know…
Belphie has probably the easiest time managing his MC anyway because ALL they want to do is sleep. At most he just has to take on the responsibility to remind them to eat and move around a little.
Lucky bastard always gets off easy… 😖
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dmsden · 2 years
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Darkest Dungeons - Advice for running Underdark adventures
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Hullo, Gentle Readers. This week’s Question from a Denizen comes from the wonderfully named thedeadhandofseldon. They ask, “Hi Andy, do you have any advice for running adventures in the Underdark?”
Sweet, short, and to the point. And yes, deadhand, I do.
The Underdark can be a fascinating environment. I once played in a campaign of The Night Below, a mega-adventure in the Underdark from the days of 2nd edition. It was full of terror and paranoia, and I think that’s a good start to my advice. The Underdark is a wholly alien environment to most PC races. It should be terrifying. The PCs should constantly be on their guard and afraid of things that lurk here that are so much better suited for the place than they are. It is a place of predators, and the PCs are the prey.
So how do we foster these feelings? I would look at the various basic needs people have and exploit them to maximize themes of fear and paranoia. In order to survive, you need air, water, food, perception, and protection. Let’s look at each of these in turn.
Almost everything needs to breathe in order to survive. If you play with the party’s access to breathable air, you can really creep them out. Maybe a tunnel begins to fill with a poisonous gas. It’s not lethal enough to kill them, but they might need to make Constitution saving throws to avoid being poisoned, or to avoid gaining a level of Exhaustion. Or you could use the rules for holding your breath and suffocating. Flooded tunnels also mess with the PCs’ ability to breathe. They may have to have someone dive in order to determine how long the flooded tunnel is. Imagine the terror of trying to negotiate a pitch black tunnel while holding your breath. Yeah, there you go.
Water can be plentiful in the Underdark, but that doesn’t mean all water should be consumed. Sure some characters will quickly get around this with magic, but, especially at lower levels, you can use access to water as something to strike fear into the party. No one wants levels of Exhaustion. You could put an awful choice in front of them - do they drink this obviously tainted water and deal with whatever side effects it has, or do they deal with Exhaustion and slowly die of thirst? And what about things living in the water? Who wants to drink water that came from anywhere near an aboleth? Or you can borrow a bit from Tomb of Annihilation and infest that water with throat leeches. No fun.
Food is very similar to water, but it’s likely to be more scarce. Can the PCs eat that lichen? Are these beetles safe to consume? How long has this crate of rations been abandoned here? Who else might want this food, and what might they have to overcome to claim it? If they find evidence of living creatures, is it something they can hunt? Or are they now being hunted?
The Underdark is immediately a threat to Perception thanks to its lack of most natural light. Sure, a lot of PC races have Darkvision, but most critters in the Underdark have better Darkvision than yours, and they might be lurking just outside of your range. Beyond sight deprivation, there’s also camouflage to take into account. Creatures like lurkers, mimics, cave fishers, piercers, chokers, ropers, and their ilk are all likely to be common in the Underdark. What looks like a safe, empty tunnel could, in fact, be full of hidden dangers that will devour you given half a chance.
Protection is an obvious one. Sure, the PCs are capable people, but this is an environment full of danger. Nations of drow, derro, duergar, aboleths, beholders, mind flayers, neogi, and more lurk in the deep places of the world. Friendly settlements of svirfneblin and friendly dwarves are going to be rare. If you alert the wrong guards to your presence, an entire city of nation might shortly be searching for you, wanting to devour you, enthrall you, or worse.
Beyond simply scaring the bejeebers out of the players, I would also play on the utter alien nature of the place. There’s no natural from the sun, moon, or stars, but phosphorescent or bio-luminescence might come into platy, lighting the scene with lurid colors. There are no trees, but there could be towering forests of fungi. Black, oily sunless seas or lakes made of ooze might be there to block your way. Terrain is likely to be broken and ragged in many places, forcing you to climb or descend. Stalagmites of massive size may make it impossible to peer ahead into the darkness. Emphasize how different the Underdark is...the temperature unchanging, the lack of wind or rain, the utter silence.
If someone wants to play a creature from the Underdark, I would use them to emphasize how terrible a place it is. Yes, you know your settlement and some tunnels surrounding it, but beyond that, you know things are awful and danger is lurking. Or tell them what they’re used to in their own home...and then emphasize how strange it is in these unfamiliar chambers and halls.
For a bit of research, if you have the chance, visit an actual cave complex. I’ve had the pleasure to visit several, including Rio Secreto in Mexico, where I got to swim through a flooded cavern and had the guide turn his light off to emphasize how incredibly dark it was. Being in a cave will inform you better than anything else. Short of that, watch movies like The Descent or the old Journey to the Centre of the Earth (or better yet, read that last one). If you want a specifically D&D source, look for 1st Edition’s Dungeon Survival Guide, or the 2nd edition Caverns & Catacombs book. Both can be had in PDF format from DriveThruRPG.
I hope this helps, deadhand. The Underdark is one of D&D’s great evocative landscapes. Tell a great story there!
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Minecraft world building is always interesting!! What are your nether worldbuilding ideas? T
well i do Not feel like giving the entire 4k so i will just talk about my thoughts on the history of the nether bc that is the part that i like best of it
so the nether was canonically not always like that; the soul sand valley might have once been "a habitable paradise full of huge, bygone creatures," the ancient debris is the remains of historical netherite mining by piglins, stuff like that. as such, i decided that i wanted to take what we're given in the game, use that to figure out what the original nether was like, and then go from there to the modern nether.
and me and @bananasofthorns were listening to some of the ambiance tracks for the different nether biomes, and we realized that hey, some of these sound very Hm. like, there's a couple in the basalt deltas that sound a little like laughter, or like war drums. and after listening to literally all of the nether ambiance tracks and tossing ideas back and forth and such, i settled on this idea, under the cut because it's Long:
the nether was originally a much more habitable place, with a lot more biodiversity than exists now. originally, there were four intelligent races, not just piglins, and they were loosely settled into the four biomes which existed at the time- the crimson forests, the nether wastes, the basalt deltas, and the soul sand valleys, though they weren't very wasteland-y or soul sand-y at all, so they were probably called something else.
the soul sand valley was home to a bunch of very powerful mages, as well as the massive beasts which became the fossils. they were probably the most able to use magic of all of the societies, and any overworld enchantments which can be found originated in the nether (like the ones on piglin armor) are actually a completely different form of that enchantment derived from ancient enchanted books from this society; soul speed was essentially reverse-engineered from them. the valleys were probably the most utopian of all the biomes at the time, full of many, many different kinds of flora and fauna.
the basalt deltas, on the other hand, were very hostile even then, with practically nothing living there except for the delta warriors. they were very warlike and probably conquerors, and were the ones who built the nether fortresses for military purposes. they spent decades at war with the valley mages, and while they most definitely had access to some pretty powerful magic it was not to their level of artistry.
there was also a society in the nether wastes, which has been next to forgotten. both the biome and the people were caught in the crossfire between the valley mages and the delta warriors and over a very long period of time, their entire civilization pretty much got wiped out. the land itself is still basically barren, and sometimes unstable.
the fourth, of course, was the piglins of the crimson forests. they didn't get involved with the wars, and managed to avoid getting much damage from the massive amount of fighting. they, and the hoglins, are the only mobs who are still around from this period of time.
the war did, of course, come to a catastrophic end in what i'm calling the cataclysm. the delta warriors gained access to very powerful and very volatile magic. what did they do with it? attempt to smite the valley mages off the face of the earth, of course- a little too effectively.
they did manage to totally wipe out the valley mages, which was their goal! they decimated the mages, as well as literally every other living thing in the biome, their own society, and did a lot of Bad Shit to the environment of the nether as a whole.
because the area and the people were so charged with magic already, the mages weren't just completely killed- instead, they were trapped in the newly-created soul sand, half-alive, with their souls only being released upon the sand being burnt. the valleys are now completely devastated, and you can hear the mages whispering or calling in the distance, sometimes enough to lure an unwary traveler to their death, though this isn't out of malice.
the delta warriors, also killed by the cataclysm, became the wither skeletons and skeletons of the nether. those who were in the valley at the time of the cataclysm became the wither skeletons due to the magic of the area; they spend their eternities protecting the fortresses they built. those who weren't there are the normal skeletons, forever attempting to provide reinforcements for a battle which is long since over.
and the piglins? they were adversely affected by the cataclysm, of course, everything was, and their glory days are past. but they're alive, where the other two are not- despite this extinction-level event, they are still continuing on, essentially the same as they were before. and this continues even through the most major thing that would harm the crimson forests after the cataclysm, that being the introduction of the warped forests.
the warped forests were essentially corruption which crept in just after the cataclysm when the environment was still unsettled; it began to slowly expand, eating away at the crimson forests, and it is also very... weird, as far as the biomes go. it's not really hostile, it won't kill you to enter or anything and there's even some helpful stuff there, but... it is Deeply Wrong. the endermen there are numb and expressionless, like they're sleepwalking. they never really react to stimuli other than being looked in the eye, but sometimes they scream in the distance like they're being tortured.
and, bonus, because i'm not sure whether it's piglin legend or reality but i think it's cool:
each of the biomes has an Entity to it, not quite sentient but enough to have intent, like a manifestation of the ones who used to live there. it's not quite a god, not quite real, but it is there and you can feel it, when you step into its domain.
the basalt delta is a conqueror imprisoned, the warrior who lost. the Entity of the deltas is trapped far beneath the surface, but it is still there, angry and vengeful, straining to get out, and sometimes you can hear it laughing, or the distant echo of the drums of war. the basalt delta is angry. the basalt delta hates you. the basalt delta wants you fucking dead.
the soul sand valleys are asleep. it's not quite dead, nothing with so much power and life could just die like that, but it isn't quite there, either. the valleys are a tragedy of unimaginable scale, and there is murmuring in the distance, never quite close enough to make out.
the nether wastes are dead. they are barren, empty, lifeless; nothing really grows and nothing really lives. the wastes died a long time ago, even before the cataclysm- the only trace of it is in the occasional odd noise, and the way the rock shifts and crumbles at random, unsettled by the fighting which reduced it to nothing.
the crimson forests are the only one left as it was- weaker, tired, but still alive and still awake and still free. the crimson forests do not get involved with wars not their own, do not play with the kind of power that can reduce a civilization to dust. the crimson forest, and its residents, are survivors above all. they will still be there, living, and so will the forests.
the warped forest, on the other hand... the warped forest is not of the nether. the warped forest is a foreigner, come slinking into the gaps left behind and slowly gaining ground, bit by bit. if any of the biomes has a mind, it's this one- the warped forests make odd, terrifying sounds, and the endermen are screaming in the distance or wandering like ghosts, and there is something laughing, low and heavy.
best not to stay too long.
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nerdythebard · 3 years
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#25: Artio, The Bear Goddess
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Fáilte, Gods and Goddesses!
Today, we step onto the green shores of Ireland for our first Celtic deity. Meet Artio, the Bear Goddess. Evidence of her cult was found as far as modern-day Switzerland, where a figure showing a woman feeding a bear was discovered. In SMITE, Artio is a melee druidess who shapeshifts into a bear to protect her allies.
Next Time: Who knew the wisest of the gods would turn out to be the pettiest...
Let's start with the goals of making Artio:
Bear Hug: Easy one, but necessary - we need to be able to transform into a huge bear and deal some serious damage.
Mother Nature: Artio can heal, conjure up vines, and drain vitality from her enemies.
Celtic Guardian: Artio's strong sides are good Crowd Control abilities and High Sustain. We need to be able to soak in some damage and prevent enemies from advancing.
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Now, we could just go with a human or (like Artemis) an elf, but for Artio, I think we'll look at the Wayfinder's Guide to Eberron and one of their races. More specifically, the Beasthide Shifter. Believed to be descendants of humans and lycanthropes, Shifters combine the traits of man and beast into a single, deadly force. Beasthide Shifters get a +2 Constitution and a +1 Strength, 60 feet of Darkvision, and proficiency in Athletics skill. We also get the Shifting ability; as a bonus action, we can assume a more bestial form for up to 1 minute. We gain Temporary Hit Points equal to [our level + our Constitution modifier] plus one more benefit depending on our Shifter subrace. Beasthide Shifters gain an extra 1d6 THP and +1 AC bonus when shifted.
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As the Big Bear In Charge, Artio is the protector first and foremost, so making her the Folk Hero seems right to me. We gain proficiency in Animal Handling and Survival, one type of artisan's tools, and land vehicles. The Rustic Hospitality feature allows us to seek help and shelter among the common folk, because of our good reputation among the poor.
ABILITY SCORES
We'll start with Strength - we're a melee combatant, our blows need to pack a punch. Constitution will be next, we're the guardian with a thick bear hide for a reason. Follow that up with Wisdom, it's going to be our casting ability, but we won't be very spell-forward.
Dexterity is next, while not the most nimble of fighters, we need to make sure everyone around is protected. Charisma is a little low, but since Artio keeps mostly to the wilderness and forests, she doesn't necessarily interact with people... although we need to boost this up, bears are pretty intimidating. Finally, we're dumping Intelligence. I don't see a reason to have academic smarts here.
CLASS
Now, I know what you're thinking. Nature, shapeshifting, magic... Druid start-to-finish, right? Well, not necessarily. Half-a-point for trying, though.
Level 1 - Fighter: Artio is a melee character with spellcasting. We need to be a tank first, a magic-user second. Fighters get a d10 Hit Dice, [10 + Constitution modifier] initial Hit Points, and proficiency with light armour, medium armour, heavy armour, shields, simple weapons, and martial weapons. For Artio (when not in the Bear Form) I think we could get regular leather armour and either a quarterstaff or a glaive. Our saving throws are Strength and Constitution and we get to pick two class skills (Intimidation and Perception).
Fighters begin by choosing their Fighting Style, and to fulfil Artio's role as a guardian, we're gonna go with Interception from Tasha's Cauldron of Everything. Whenever a creature within 5 feet of us is hit by an attack, we can use our reaction to reduce the damage taken by [1d10 + our proficiency bonus] to a minimum of 0 damage. We must be wielding a shield or a simple/martial weapon for this.
We also get Second Wind, which lets us take a breather and heal [1d10 + our Fighter level] Hit Points as a bonus action once per short or long rest.
Level 2 - Fighter: We get Action Surge. Once per short or long rest we can take one additional Action on our turn.
Level 3 - Fighter: We get to pick our subclass, our Martial Archetype. For Artio, who uses her bear form to maul any enemy in her sights, we're gonna pick the Brute archetype from a 2018 Unearthed Arcana. With Brute Force we increase our overall weapon damage by an extra 1d4.
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Level 4 - Fighter: Time for our first Ability Score Improvement. We're really going to double down on our Hit Points, by taking the Tough feat. Our maximum Hit Points increase by [our level x2]. Whenever we level up afterwards, we get +2 Hit Points Maximum.
Level 5 - Druid: Time for some representation of Nature's might. Multiclassing into a Druid gives us proficiencies we already have, so we're going to skip it. We do, however, learn the Druidic language - a system of phrases and symbols we can use to encrypt messages.
Druids are also full casters, so we learn Spellcasting from the start. Wisdom is our casting ability, and we can learn cantrips and ritual spells. Druids have an access to their full spell list, and can each day prepare [our Wisdom modifier + our Druid level] spells. We start by knowing two cantrips:
Druidcraft is a druid-exclusive cantrip used to influence nature around us. We can make flowers bloom or wither, predict the weather, light and extinguish small flames, and create harmless sensory effects.
Guidance lasts for 1 minute (concentration). A willing creature we touch (or us) can add a 1d4 to one ability check of its choice.
We also start with two 1st-level spell slots:
Cure Wounds is a very useful healing spell. One creature we touch regains [1d8+our spellcasting modifier] Hit Points instantly. The number of Hit Points healed increases if we use a spell slot higher than 1st level.
Earth Tremor creates a shockwave within 10 feet of us. Each creature in the range must make a Dexterity saving throw or take 1d6 bludgeoning damage and fall prone.
Level 6 - Druid: We unlock the Druid's signature ability: Wild Shape. As an action, we can transform into a beast for a number of hours equal to half of our Druid level (rounded down). In the beginning, we can only transform into a beast with no flying or swimming speed and with a maximum CR of 1/4... which means, we can't become a bear yet.
We also get to pick a second subclass, our Druid Circle. We need to become a bear ASAP, therefore we're choosing Circle of the Moon, which focuses on improving our Wild Shape. The Combat Wild Shape feature lets us transform as a bonus action instead of action and lets us spend a spell slot when transformed to regain 1d8 Hit Points. Circle Forms changes our Wild Shape table, giving us the ability to transform into beasts with a maximum CR of 1 as of now. This means we can now become either a brown or black bear.
We gain another 1st-level spell: Entangle causes grasping vines and thick brambles to grow in a 20-foot square area centred at a point within 90 feet of us. For 1 minute (concentration), the area becomes difficult terrain. Any creature that enters (or ends their turn in) the area must make a Strength saving throw or become restrained. On each of their turn, they can make a Strength saving throw to free themselves.
Level 7 - Druid: We don't get any class features here, but we do unlock 2nd-level spells. Gust of Wind causes a strong gale to blow in a line 60 feet long and 10 feet wide for 1 minute (concentration). For every 1 foot they want to move, all creatures within the line must spend 2 feet of their movement speed. The wind disperses gases and fog and can either extinguish flames or fan them (50% chance).
Level 8 - Druid: Time for another ASI. This time, let's put two points into Constitution for even better durability.
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Our Wild Shape ability also improves, now giving us the ability to transform into beasts with a maximum CR of 1 but with swimming speed (e.g. a giant octopus).
We also learn a new cantrip: Frostbite causes ice and frost to appear on one target within 60 feet of us. The target must make a Constitution saving throw or take 1d6 cold damage and gain disadvantage on their next weapon attack before the end of its next turn.
We get one more Druid spell: Enhance Ability lasts for 1 hour (concentration) and enhances one ability for one creature of our choice (or ourselves).
Level 9 - Fighter: Coming back to the frontline combatant, we unlock Extra Attack. We can now attack twice instead of once during each Attack action.
Level 10 - Fighter: Halfway through the build and we get an ASI. This time, let's raise our Dexterity by 2 points for better AC and Initiative count.
Level 11 - Fighter: We get another subclass update. With Brutish Durability, we can now shake off more powerful attacks. Whenever we make a saving throw, we can roll a 1d6 and add the result to the overall score. This benefit also works on Death Saving Throws; if a total result is 20 or higher, we gain the DST benefit of a Natural 20 (+2 saves).
Level 12 - Fighter: Another ASI. This time, let's put one point in Strength and one in Dexterity.
Level 13 - Fighter: We get the Indomitable feat. Once per long rest, we can re-roll a failed saving throw. We have to use a new result even if we fail it again.
Level 14 - Fighter: Another subclass upgrade. This time, we get to pick a second Fighting Style. The Superior Technique style lets us choose one manoeuvre from the Battle Master subclass. We also get one d6 Superiority Die to fuel said manoeuvre. Pushing Attack allows us to spend the Superiority Die whenever we hit the enemy and impose the Strength saving throw on them. On a failed save, the target is pushed up to 15 feet away from us.
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Level 15 - Fighter: Our Extra Attack can now be used to attack twice instead of once, for a total of three attacks per one Attack action.
Level 16 - Fighter: For another ASI, we once again increase both Strength and Dexterity.
Level 17 - Fighter: We improve our Indomitable feature into two re-rolls between long rests.
Level 18 - Fighter: Another level, another ASI. Let's max out our Constitution into 20.
Level 19 - Fighter: We get our final subclass upgrade. With Devastating Critical, when we score a critical hit with a weapon attack, we gain a bonus to damage roll equal to our Fighter level.
Level 20 - Fighter: Our capstone is Fighter 16, which means final ASI. Let's put two points into Intelligence to get rid of negative modifiers.
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And that is Artio, the Mother Bear of Ireland. Let's see what I came up with here:
To start off, we're an absolute tanking beast (no pun intended). With an average Hit Points of 235 and Temporary HP of 25+1d6 every time we shift, we can soak some serious damage and protect our allies. Our AC is 16, and we have a +3 to our Initiative.
Unfortunately, our magic capabilities are pretty scarce for a Druid. Plus, most of our spells require concentration. Our Intelligence and Charisma scores are also not great, so we might be vulnerable to those kinds of saving throws.
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Another day, another build. I hope you guys enjoyed it and I'll see you for the next one. I'll start with another request when we finish gods beginning at the letter A.
- Nerdy out!
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To Dream of an Angel
Part 2 of Dreams of Birds and Angels a series of two one shots written for @pawsitivelymiraculous for the Maribat Valentine’s Day Fic Exchange hosted by @eat0crow!
Ao3
Part 1 can be found here
***
Damian Al Ghul knew only the bare minimum about soulmates. He had been taught by his instructors in the League that they were a phenomenon that no one quite understood. To the members, they were a hindrance and should be terminated promptly. In respect to their targets, they were used as leverage to get information.
After the young boy turned 8 years of age, he dreamt of her. A small girl with wide blue eyes who would draw dresses in bright colors. The next night, his mother would explain in hushed tones what soulmates really meant. A soulmate is someone who is meant to compliment you perfectly, and once you met them you would never want to let them go. She would whisper to him about the man who helped create him, and how desperately she wished he had been the angel meant just for her.
Angel, he thought with a humorless laugh, what a fine name for the soulmate of the Heir to the Demon.
Every night when Damian would close his eyes, he would be greeted with the sight of his blue-eyed Angel. He would watch as she played with her friends. He would laugh in amusement as she spilled flour all over herself while working in a bakery. He would frown when she was pushed around by a blonde-haired bully.
The girl puzzled the young heir greatly. She was a bizarre sort; always smiling even when being knocked around. No matter how much abuse she took from that blonde trollop, his soulmate was always kind to others and give everything she could to help them, all the while asking nothing in return. It frustrated him to see someone so wholly selfless. Didn’t she know that she would be better off trying to profit from her interactions with others?
At the age of 10, Damian’s life rapidly changed. No longer was he revered as the Heir to the League of Assassins. Now, he was in his father’s home, fighting against his father’s wards for attention, and being told to relearn everything he had ever known to be true. It was frustrating, being so out of his element, but the longer he was Damian Wayne instead of Damian Al Ghul. He realized how skewed his world had once been.
While his mother had tried to soulmates explain differently from the Leagues teachings, he had always seen her words as foolish. It seemed futile to him, her longing for something she couldn’t have. However, living in Wayne Manor also allowed the now ex-assassin to see a different side of soulmates. Grayson would often talk about his dreams of his mate Starfire with a dopey grin on his face. Similarly, Drake would mention in passing how his dreams started at an older age due to the elder Superboy having not been created yet.
It was strange, living in a house of people who weren’t constantly ready to fight him. His new siblings were perplexing. Grayson was always trying to rope him into some strange “bonding” activity. With Todd’s return came his aggressive attitude, yet occasional helpfulness. Drake was usually passed out somewhere or so full of caffeine he couldn’t even hold a proper conversation. Cain was the most tolerable, having shared similar experiences and understanding the importance of silence.
The biggest influence on his new lifestyle, however, was Alfred Pennyworth.  His dedication and care for the family was to be admired. The Englishmen had a way with words and always knew just what to say to help Damian through his many sour moods. Most importantly, the butler’s selfless love for his charges helped the young Wayne to understand his soulmate’s behaviors.
As his world changed, so did his dreams of her. He would see her take her drawing from paper and bring them to life with fabric. He would look on as she made new friends. As well as enemies. If Damian had been able to, he would have fought that sly fox himself, but the smug smile on his face when Angel put her in her place.
What was most jarring to see, was her fighting villains in a red and black spotted suit. Magic had never been something he took kindly to; it having more than once put his and his family’s lives in danger. After watching countless battles in his visions, and later finding recordings of them online after much research. He could only conclude that the nature of her powers and villains were indeed magic.
It didn’t take Damian long to figure out that his soulmate was the Parisian heroine Ladybug. However, this still did not allow him to meet her. At the very beginning of her tenure, Ladybug and the government of Paris had barred all Justice League access to the city, keeping him from getting there using the cover of Robin.
His next plan was to go to Paris as a civilian. However, he could find no way under his family’s constant hovering to get there. He couldn’t use the private jet without getting caught, and him buying a plane ticket would be immediately suspicious. The last thing he wanted was for his family to find out about his blue-eyed soulmate and get involved. While he had come to care for them more than he ever imagined, in some manners they were simple too overbearing for him to deal with.
So, Damian, rather begrudgingly, chose to let fate take its course. After much thought, he realized that his Angel may not even want to meet him. She had spent the early years of their bond watching him act as a bloodthirsty killer. She was most likely appalled. Who would want a soulmate like him anyway?
Now 18, the black-haired boy spent most of his days the same. He would take Titus for walks in the park, help his father and Drake at Wayne Enterprises, and fight back the crime of Gotham in the dead of night.
Damian was on one such walk when Titus suddenly pulled his leash out of the boy’s grasp. The dog went racing down the path and out of sight with a loud bark.
“Titus!” he called, jogging forward to see the Great Dane stopped in front of a woman who had bent down to pet him.
“I apologize, miss,” he said, coming forward and lowering himself to be at the same level as Titus and her. He put his hand on the dog’s head to pet him as well, bumping the woman’s hand slightly.
“He usually doesn’t go running off towards strangers…” he looked from the dog to the woman and trailed off. His eyes widened as his heart skipped a beat. He tried hard to control his reaction. Now that he was up close, he recognized that face. It was the face of his Angel.
The woman, noticing his change in demeanor, looked up at him. When their eyes met, her expression quickly turned to surprise as well. Looking at her now. the blurry image of her that he had known before began to fill in.
He had always been attracted to his mate. Once he had assumed it was simply because the strange magic of soulmates dictated it so. But now, seeing her face to face, she was more beautiful than he had ever imagined. She had a small button-shaped nose. Her blue-black hair that had once been pulled into cute little pigtails was now in one long braid over her shoulder. What drew his attention most was her big round bluebell eyes that were so kind, yet held mysteries that even he, who had seen much of her life from afar, didn’t have the answers to.
Damian looked down at his dog who seemed quite smug, almost like he knew who he had brought his owner to. It was then that he noticed the marks. On the back of their hands flew a ladybug being followed by a red-breasted robin.
“Miss?” he called, looking back up at her.
“Yes?” she replied. He would never admit it, but his heart melted a bit at the sound of her voice like tinkling bells.
As they made eye contact once again, he made a small gesture towards where their hands sat atop Titus’ head. He swore her eyes couldn’t get any wider as she looked from the marks back up to him. “It appears we are soulmates,” he said plainly as he stood up from the ground, doing his best to appear less shaken than he was. She stood as well. “It appears so,” She gave him a nervous smile and held her hand out to him. “I’m Marinette,”
The boy hesitated for a moment, having a hard time believing the situation he found himself in was real and not a fantasy.
After a moment he took her hand and shook it. “My name is Damian,”
“Well, Damian,” she smiled brightly at him. “would you like to go on a walk and get to know each other?”
He gave her a soft look back. “I certainly would.”
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Why was Lorenzo such a jealous bitch nd why does this fandom treat him like he's a good person😑
okay so i know that this is a rethorical question but i've actually thought about this a lot so i'll take my crack at answering this - WHY is lorenzo such a jealous bitch?
the only thing he's said about why he hates magnus - that i remember of, at least - is the line "he was born with a silver spoon in his mouth. his fame is not based on talent, it's all nepotism"
now, anyone who knows anything at all about magnus knows that not a single fucking word of this is true. magnus was born poor in a recently colonized country under a lot of oppression, there was no damn silver spoon in his mouth, and after that he was thoroughly abused by his demon father. his fame is also absolutely based on talent - he invented portals, for fuck's sake! and the "nepotism" comment barely makes sense. i assume he means it's just that magnus' power is all due to the fact that his father is demon royalty, which makes magnus more powerful than most warlocks
so, that explains what lorenzo is jealous of - magnus' power and prestige among warlocks (such as having been HWoB for decades) - but not what the fuck lorenzo's deal is (i mean, we've met plenty of other warlocks in the show, many of which weren't really fans of magnus, but no one other than lorenzo has this idea that magnus doesn't deserve his fame), or why magnus (because while like, yes, magnus is very powerful, i assume he's not the only son of a prince of hell, considering asmodeus is not the only prince of hell and these guys get on the loose, like, weekly. and lorenzo is obviously OBSESSED with him, he deliberately went out of his way and abused his power as HWoB several times specifically to antagonize him, and also, you know, TRIED TO KILL HIM)
lorenzo talks about magnus almost as if magnus took something from him. it's not just that magnus is powerful and that he supposedly doesn't deserve it, lorenzo obviously feels as if antagonizing magnus is some sort of vengeance. i know plenty of jealous people, but going as far as forbidding anyone other than himself from giving magnus a magic transfusion, specifically saying that if it went wrong he wouldn't help, and then refusing to take back the magic when he KNEW perfectly well that would kill him, is to me very obviously a thought out plan TO kill magnus. lorenzo had been hoping from the start that magnus' body would reject his magic and the transfusion would kill him - why else would he specifically say, the second he agreed to the transfusion, that if it went wrong magnus would be on his own?
and it's not like lorenzo even gains anything from that, other than killing magnus. and humiliating him, which lorenzo has said explicitly was something he wanted to do (i believe the term he used was "breaking his spirit", but potato potatoh). if it was about magnus' position of power, he already had that - lorenzo literally already had the HWoB position. if it was about magnus' magic, he had already lost it. lorenzo had absolutely NOTHING to gain from magnus, so his personal vendetta against him doesn't even make sense from JUST a jealousy standpoint. he had already "won" over magnus. the only explanation is that he wanted some kind of revenge
but revenge from what? well, we know that magnus and lorenzo don't like each other, but magnus never really TOOK anything from lorenzo. considering how he wouldn't miss an opportunity to talk about how much he hated him, i think lorenzo would have brought it up if that had been the case. and magnus is just not the kind of person to pull the rug from under other people's feet - look no further than the whole show for evidence of that. he literally puts the others above himself at all times (which is unhealthy but that's another story and something i've talked about plenty of times already)
so why does lorenzo feel so much resentment towards magnus? why does he act as if magnus' power took something that was rightfully his?
i think lorenzo feels that he was entitled to be the most powerful, to have the most prestige, to be above magnus, and he resented magnus because that was simply not true
why?
let's go back to the only thing we know about lorenzo's backstory - the baby painting. yes, it's a huge meme, but think about that for a second. lorenzo has a huge ass painting of himself as a baby that he displays proudly in his home and that's, like, his #1 stop at the house tour. the baby painting. "needless to say, being born in spain during the siglo de oro was quite the experience". is the first thing he said
let's make this abundantly clear: this line makes it canon that lorenzo is a colonizer. the siglo de oro ("golden century" in spanish) started (roughly) in 1492, year of the """""discovery""""" of the americas, and ended (roughly) in 1659, the year when spain signed a treaty and lost a bunch of their territories to france (link to source). altho the term is usually used to refer to the boom of the arts in spain, it's obvious, just from these historical landmarks, that the siglo de oro is about colonization. it's about the fact that at the time spain was at its peak colonial power, and could afford to exploit what later became third world countries, and put part of that money (in fact, the literal gold they were stealing from latin american countries) into arts and other luxuries (because in the renaissance portraits were a luxury item and a symbol of status - link to source) for the ultra rich that benefited from colonization
so, lorenzo is not only a colonizer, but he's a part of the elite. the fact that his family could afford to have a painting of him as a BABY (portraits were almost exclusively adult portraits, and usually of the whole family, unless you were even richer than the rich. and even then individual portraits were usually to celebrate important achievements such as a marriage or acquisition of state - a baby being born doesn't qualify, especially because at the time most babies died not long after birth anyway), and a HUGE painting on top of that, shows that they were just. loaded in an incomprehensible way. im talking jeff bezos level of riches. they were the elite of the biggest colonial empire of their century. so, ironically, lorenzo was born with a silver spoon in his mouth - everything that he had, he was born having, and he specifically had because it was being stolen due to a dramatically violent process of genocide and slavery, that he believed to be entitled to simply because he was born a spaniard/white. that is all canon, because in the shverse mundane history is the same as in real life. EVERYONE who was born in the colonial elites was taught that they were entitled to shit from other countries, that they were superior not only to other ppls but also to their own people - let's not forget that this was way before the advent of republics, those were monarchies. the ppl who were part of the elite straight up believed they were superior to others by virtue of god
"woah woah woah but lorenzo is played by javier muñoz who's brown" yeah, which is unfortunate, but he is still canonically a colonizer. first off, because it's not like they wanted someone to be lorenzo and were looking for brown people - they were looking for someone javier could play because he's a bigshot broadway actor who was also a fan of the show, and then they picked lorenzo. probably because the sh showrunners don't fucking know the difference between a latino and a spaniard. or maybe they do, but they thought, "eh, close enough". either way, lorenzo is a spaniard, and he was born a colonizer - ergo, he is white, regardless of what race his actor is, regardless of even what he looks like. there are plenty of white spaniards with similar skin tones to lorenzo, because what today is spain used to be a territory occupied by middle eastern ppl, and there was mixing. what makes whiteness is not skin tone, it's context, and the context of being a literal colonizer directly benefitting of the oppression of black and brown people is as white as it gets
so, to recap: lorenzo was born a white colonizer, and he was RAISED believing that everything he had, he was entitled to. he was entitled to it by virtue of god, because he was born a part of the rich elite in the richest colonial power in the world, and he had access to everything he could possibly want. and he wasn't just entitled to riches and power - which he still has, look at his fucking mansion, dude - but specifically to superiority to his peers. especially black and brown people, the source of his riches, the people who owe him the wealth he takes from them
and then he joins the warlock world, and not only is he not royalty (because presumably he is the son of a regular demon, not too high up in the hierarchy) but some brown guy is. and this guy is in a position of power over him (high warlock) and he is better than him (at magic, specifically, but also at everything including being a human being, but lorenzo doesn't care about that). and lorenzo is fucking livid, because he believes himself to be entitled to be the best, entitled to be treated as a superior, entitled to admiration and to servitude, especially from people like magnus (let's not forget that the philippines - colonized by spain during the siglo de oro - are right next to indonesia [link]). instead, magnus is, politically speaking, his superior
and it's not like it even means much because the high warlock position is implied to be kind of like, the mayor, and it's not like magnus ever abused his power (unlike some people - and sidenote, i think this backstory is also why lorenzo was so comfortable using his power to antagonize magnus: because he was raised in a context where political power was pretty much boundless and politics and the personal feelings of the ruler were not separated). so in practice its really just that if lorenzo had a problem, he could go to magnus, and if magnus made a decision that referred to all warlocks, lorenzo was supposed to follow it. it's nowhere near like, actual subservience. but it's way too much for someone who was raised to be entitled to the level that lorenzo was
so that's why he has this feeling that magnus took something from him - because in his head, everything magnus has, lorenzo should be entitled to. because in his head, any and all power rightfully belongs to him, and if magnus has it, then it has been stolen. and that might not even be conscious of his part or whatever, altho i doubt lorenzo doesn't think in explicitly racist terms at least in private, but that had been ingrained into his head for centuries on end. if it's still ingrained into the heads of white spaniards born TODAY, imagine one who was actually born at the fucking height of racist exploitation
so. yeah. that's why lorenzo is such a jealous bitch. that's why he hates magnus so much - because he feels that magnus having anything at all lorenzo doesn't is theft, and ironically, he was born with a silver spoon in his mouth, but believes that he earnt what he has whereas magnus didn't. it's not just jealousy, it's a profound feeling of racist vendetta, and i'm sure the sh writers didn't mean it that way, they were just writing a big villain to bring malec together, but death of the author, baby! and this explanation actually makes sense without having to change anything in canon, so, i feel very comfortable saying that's why lorenzo behaves the way he does
THIS POST IS NOT ABOUT THE BOOKS
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grailfinders · 3 years
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Fate and Phantasms #196
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Today on Fate and Phantasms we're building the last of the Three Goddesses Alliance, Ereshkigal! (It took her long enough to show up.)
Eresh is a Grave Cleric for relatively obvious reasons, as it lets her do pretty much everything she does- raise the dead, care for the dead, raise the dead properly, cause earthquakes, and start pandemics. Maybe don't do that last one right now, we're kinda busy with one already. It's a shame Soul Cage is a wizard spell, but pobody's nerfect.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: Now all of China knows you're on the naughty list.
Race and Background
Ereshkigal is part chthonic god, part human thanks to being a pseudoservant, that means Fallen Aasimar is a pretty good choice for her. You get Darkvision, Celestial Resistance to radiant and necrotic damage, Healing Hands to heal with your hands, and the Light cantrip to help the mortals with their dumb mortal eyes, using Charisma to cast it.
She's also the Three Goddess' Representative on behalf of humanity, trying to squirrel some away to prevent them from being entirely wiped out. This gives her proficiency with Intimidation and Religion, as well as an extended spell list we'll go over as it comes up. If you're wondering about the Intimidation: Yes the fandom thinks she's cute now, but you have to remember she's still a god of death. Most people aren't going to be as chill with her.
Ability Scores
Wisdom is first, Ereshkigal spent millennia honing her art alone in the underworld, so either she has a super high wisdom or an incredibly low one. But high wisdom works better for the build, so we'll go with that. Second is Charisma- some people love you, some people are terrified of you, those are both charisma. Your Dexterity is also solid, because your armor is not. Your Constitution is above average because while we don't need it for the build have you SEEN her HP stat? Your Intelligence is okay. You're not dumb, we just need other stuff more. Finally, dump Strength. You're a bit awkward with that spear, but we'll get some stuff to make it work later.
Class Levels
You're 100% Grave Cleric, so we'll just get into it. Starting off in this subclass gets you proficiency with Wisdom and Charisma saves, as well as Persuasion to show off your awkward charms and History because you're literally older than the written word. At first level you also enter the Circle of Mortality, so your healing spells automatically heal for max HP on creatures with 0 HP, and you get a suped-up version of the Spare the Dying cantrip that uses a bonus action and has a thirty foot range. You also get Eyes of the Grave, meaning you can sense undead creatures within 60' of you if they're not behind cover. It won't tell you about their identity though, so make sure you don't pick a fight with Strahd, you're still only level one. You can do this Wisdom modifier times per long rest. Starting in a spellcasting class also gets you Spells, surprise surprise, and having a Ravnica background gets you even more. Being a grave cleric gets you Bane and False Life for free, giving you easy access to curses and HP boosts early in the game. Something I want to bring up about the ravnica background before we move forward: I misread how these backgrounds work before. They add spells to your class' spell list, not your spells known. That means builds where you pick spells every level only get the opportunity to learn those spells, they don't just get all of them for free. Clerics can prepare spells from their spell list every long rest anyway so it's not a big difference here, but it is something I'll have to go back and fix for the other members of the alliance and Ishtar. Anyways, you get Illusory Script added to your spell list, not exactly something you'll probably use. For spells you can actually choose, grab Resistance for a goddess core that adds 1d4 to your next save, Thaumaturgy for when you need to get dramatic with extra magical effects, and Toll the Dead to do just that for some necrotic damage. You can also choose to prepare spells like Command to flex your authority and Protection from Evil and Good to flex on your sister.
Second level clerics can Channel Divinity once per short rest in two flavors. Turn Undead takes care of undead that fail their wisdom save, and Path to the Grave will clear out anything else. Spend your action to curse a creature, giving vulnerability to the next attack that hits it. Rules as written you can't target a mountain with this, and you definitely can't get the bonus for an Earthquake spell, but I'd allow it for the cool factor. Alternatively, you can Harness Divine Power to spend one use of Channel Divinity for an extra spell slot which is a level equal to or less than half your proficiency bonus. You can do this once per long rest, but that will grow as your Channel Divinity uses do.
Usually your third level doesn't get you much of anything as a cleric, but since you're a fallen aasimar you get a Necrotic Shroud, spending an action to get really spooky for a minute. Mechanically, this is your big ghostly form, and it'll frighten nearby creatures that fail a charisma save, and for the minute you're transformed you'll deal an extra bit of necrotic damage once per turn. You can go ghost once per long rest. You also get second level spells now, including your freebies Gentle Repose to prevent people from rising back as zombies and Ray of Enfeeblement, which weakens a creature's weapon attacks for up to a minute. They can make a constitution save to shrug it off, but not until the after the spell's already hit, so at least you'll get your money's worth. Thanks to your background you can also learn the spell Enthrall, making it harder for people to notice anyone but you. As someone who's existed in this fandom for any period of time, I can confirm Ereshkigal definitely has this ability. You can also prepare spells like Spiritual Weapon to have a spear that actually hits good and Protection from Poison for more goddess core shenanigans. Finally, make sure you pick up Silence. I'm still not entirely sure how we'll build Tiamat, but that should help shut off her immortality.
At fourth level you get your first Ability Score Improvement, which won't actually be improving your ability scores. grab the Eldritch Adept feat for the Armor of Shadows invocation so you can cast mage armor on yourself for free. You also learn how to cast Friends to make it easier to make friends and terrify your enemies.
Fifth level clerics get third level spells, including your freebies Revivify and Vampiric Touch. You're the god of the dead, so people should only really die when you want them to. Alternatively, you can Animate Dead to summon some skeletons for your own uses. You can also use Spirit Guardians to get more ghostly defenses. They'll slow down creatures of your choice in your area, and if they fail wisdom save they'll take radiant and/or necrotic damage, with it getting halved if they succeed.
At sixth level you get a second use of Channel Divinity per short rest, and a second use of Harness Divine Power per long rest. You also become a Sentinel at Death's Door, shutting down a critical hit near you as a reaction, turning it into a regular attack Wisdom Modifier times per long rest. Sure, you can bring people back later, but this is way less expensive.
Seventh level clerics get fourth level spells, like Blight and Death Ward. It is really hard for flowers to grow in the underworld. You can also use Leomund's Secret Chest thanks to your background, or you can prepare Banishment to throw Tiamat back where she came from, use Guardian of Faith for more ghosts, and leave an Aura of Purity around you to give your allies the blessings of Kur.
Eighth level clerics get another ASI, and this one will improve your ability scores. Kinda. We're grabbing another feat, but being Shadow Touched will improve your Wisdom by one point. It lets you cast Invisibility or Disguise Self once per long rest for free, or you can cast either spell as if it were a normal spell on your spell list. Now you can really make yourself look ghostly, if a bit undersized for your boss fight. Your destroy undead also bumps up to hit CR 1 creatures, but that'll blow up your skeletons as well, so be careful with it. Finally, Potent Spellcasting adds your wisdom modifier to your cleric cantrip damage. Nobody can toll the dead harder than the god of the dead.
Ninth level cleric, fifth level spells. Antilife Shell prevents anyone from getting too close to you, though it also means you can't get close to them without breaking the spell. It's almost poetic. Anyway, you also get Raise Dead, which is like revivify but with a more lenient time frame. You can also instigate your very own christmas event now with Contagion! This spell poisons a target, and at the end of each of its turns it has to make a Constitution save. After succeeding three throws, the spell ends. If it fails three throws, it gets a disease for the rest of the week. The closest thing to Sumerian Flu is probably Filth Fever, which gives disadvantage on saves, checks, and attacks that use strength, but there's all sorts of diseases you can give people. Technically this isn't a contagious disease, but talk to your DM, I'm sure you can work something out. You can also use Hallow to turn your room into a little slice of the underworld, shutting down your sister even further.
Tenth level clerics can invoke Divine Intervention with a 1 in 10 chance of getting a free favor from your god. Your god is you, technically, but it'll make more sense later. You can use this once per day, but it takes a week to recharge after it actually works. You can also cast the Light cantrip now. You could do it before, but now it's stronger.
Destroy Undead grows to hit CR 2 undead, and you can cast sixth level spells. Create Undead makes stronger undead for your army. Sadly dinosaur skeletons aren't available, so you'll just have to settle for ghouls. At higher levels you still won't get dinosaurs, but you can get ghasts, wights, and even mummies! Just be careful you don't stop recasting the spell, mummy rot can be rough. You can also summon a Heroes' Feast for more blessings from Kur, and you can take on an Otherworldly Form for another ghost transformation. This spell makes you immune to fire and poison damage as well as the poisoned condition. You can fly 40' per round, get +2 to AC, and you can attack with weapons using your wisdom twice per attack action. You're stuck with the UA version of this spell, so it takes an action, but on the plus side this just gives you an excuse to use Spiritual Weapon more.
Use this ASI to bump up your Constitution for more health. Health gets added retroactively, so you get +12 HP now instead of just +1. It's pretty nice.
Seventh level spells! Resurrection further cements your control over death with a time limit of a century, and you can also Plane Shift yourself (or an enemy) into the underworld.
Destroy Undead hits CR 3 creatures now. Not even mummies can stand up to your power!
Fifteenth level clerics get eight level spells. If silence won't keep Tiamat down, Antimagic Field should do the trick. The one problem there is it's only a 10' sphere around you, and you rely on magic way more than Tiamat does. You can also cause Earthquakes, turning a very large area into difficult terrain, disrupting concentration, knocking creatures prone, and destroying structures in the area. The one problem here is that you can't fly, so be careful where you're pointing that thing.
Yet another ASI. Use this one to finally max out your Wisdom for super strong spells and better protection from crits.
If you make it to level 17, you get the super powerful ninth level spells. Also, Destroy Undead hits CR 4 creatures, and you become a Keeper of Souls, stealing away some of a dying enemy's soul to heal an ally based on the creature's hit dice once per turn. Right though, ninth level spells. True Resurrection brings someone back even if they've been disintegrated 199 years ago. It's expensive, but you can always grab some gems from your sister if you're pressed for cash. The benefits of sharing a body.
At eighteenth level you get a third Channel Divinity and another use of Harness Divine Power. Really get those paths to the grave filled, it's kind of your thing.
Use your last ASI to grab the Tough feat for 38 HP now and another 2 next level. You have one of the highest HP stats in the game, this only makes sense.
Your capstone level is an improvement to your Divine Intervention. You know how I keep bringing up multiclassing as a con when we include cleric levels? This is why. Your divine intervention now always succeeds. Period. I mean, it makes sense. You are the god giving you power. But yeah, you get guaranteed god-level power freely given as an action. You truly have the power of god and anime on your side.
Pros and Cons
Pros:
Clerics have a good variety of spells, and you take it even further with your background. You can heal but you're not completely hosed on your own like Medea Lily, you can deal damage and still do stuff outside of combat unlike your sister, and you have utility without your build being dominated by it like Hundred Personas.
You might not be good in a one on one fight, but you don't get into those that often thanks to your skeleton army. If you just dedicate harnessing divine power to keeping them in line, you can have nine extra bodies on the field to turn the action economy in your favor.
Even when we're not talking about spells, you're still really supportive of your team. Shutting down critical hits and stabilizing your allies quickly will seriously improve the longevity of your party.
Cons:
Dabbling in so many areas of magic means you're unfocused, so you won't excel in any one. You won't heal as much as Medea, deal as much damage as Ishtar, or be a skill monkey like Hundred Personas.
You also rely on magic completely for combat, which means stepping into an anti-magic zone can be deadly. This is especially bad for you, since an anti-magic zone will probably be the best way to deal with Tiamat.
You might have an undead army, but your best spells are area of effect and you're a cleric. Destroy Undead is kind of a big deal for you.
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samwisethewitch · 3 years
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Pagan Paths: Reclaiming
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Many pagans and witches are also political activists. Pagan values — such as respect for the planet and for non-human forms of life, belief in equality regardless of race or gender, and personal autonomy — often lead people to social or political action. However, as far as I know, there is only one pagan religion that has actually made this social activism one of its core tenets: Reclaiming. Reclaiming combines neopaganism with anarchist principles and social activism.
This post is not meant to be a complete introduction to Reclaiming. Instead, my goal here is to give you a taste of what Reclaiming practitioners believe and do, so you can decide for yourself if further research would be worth your time. In that spirit, I provide book recommendations at the end of this post.
History and Background
Given Reclaiming’s reputation as a social justice-oriented faith, it’s not surprising that it grew out of activist efforts. Reclaiming began with well-known pagan authors Starhawk and Diane Baker, who began teaching classes on modern witchcraft in California in the 1980s. Members of these classes began protesting and doing other activist work together, and this pagan activist group eventually grew into the Reclaiming Collective.
Out of the founders of Reclaiming, Starhawk has probably had the biggest influence on the tradition. Starhawk was initiated into the Feri tradition by its founder Victor Anderson, but had also been trained in Wicca and worked with figures such as Zsuzsanna Budapest (founder of Dianic Wicca). These Feri and Wiccan influences are clear in Starhawk’s books, such as The Spiral Dance, and have also helped shape the Reclaiming tradition.
Like Feri, Reclaiming is an ecstatic tradition that emphasizes the interconnected divinity of all things. Like Eclectic Wicca, Reclaiming is a non-initiatory religion (meaning anyone can join, regardless of training or experience level) with lots of room to customize and personalize your individual practice.
However, to say that Starhawk is the head of the Reclaiming tradition, or even to credit her as its sole founder, would be incorrect. As Reclaiming has grown and spread, it has become increasingly decentralized. Decisions are made by consensus (meaning the group must reach a unanimous decision) in small, individual communities, which author Irisanya Moon calls “cells.” Each cell has its own unique beliefs, practices, and requirements for members, stemming from Reclaiming’s core values (see below). Some of these cells may stick very closely to the kind of paganism Starhawk describes in her books, while others may look very, very different.
As with any other religion, there are times where a governing body is needed to make widespread changes to the system, such as changing core doctrine. When these situations do arise, each individual cell chooses a representative, who in turn serves as a voice for that cell in a gathering with other representatives from other cells. BIRCH (the Broad Intra-Reclaiming Council of Hubs) is an example of this.
At BIRCH meetings, representatives make decisions via consensus, the same way decisions are made in individual cells. While this means changes may take months or even years to be proposed, discussed, modified, and finally passed, it also means that everyone within the tradition is part of the decision-making process.
Core Beliefs and Values
Like Wicca, Reclaiming has very little dogma. Unlike Wicca, the Reclaiming Collective has a public statement of values that clearly and concisely lays out the essentials of what they believe and do. This document, which is called the Principles of Unity, is not very long, so I’m going to lay it out in its entirety here.
This is the most recent version of the Principles of Unity, taken from the Reclaiming Collective website in February 2021:
“The values of the Reclaiming tradition stem from our understanding that the earth is alive and all of life is sacred and interconnected. We see the Goddess as immanent in the earth’s cycles of birth, growth, death, decay and regeneration. Our practice arises from a deep, spiritual commitment to the earth, to healing and to the linking of magic with political action.
Each of us embodies the divine. Our ultimate spiritual authority is within, and we need no other person to interpret the sacred to us. We foster the questioning attitude, and honor intellectual, spiritual and creative freedom.
We are an evolving, dynamic tradition and proudly call ourselves Witches. Our diverse practices and experiences of the divine weave a tapestry of many different threads. We include those who honor Mysterious Ones, Goddesses, and Gods of myriad expressions, genders, and states of being, remembering that mystery goes beyond form. Our community rituals are participatory and ecstatic, celebrating the cycles of the seasons and our lives, and raising energy for personal, collective and earth healing.
We know that everyone can do the life-changing, world-renewing work of magic, the art of changing consciousness at will. We strive to teach and practice in ways that foster personal and collective empowerment, to model shared power and to open leadership roles to all. We make decisions by consensus, and balance individual autonomy with social responsibility.
Our tradition honors the wild, and calls for service to the earth and the community. We work in diverse ways, including nonviolent direct action, for all forms of justice: environmental, social, political, racial, gender and economic. We are an anti-racist tradition that strives to uplift and center BIPOC voices (Black, Indigenous, People of Color). Our feminism includes a radical analysis of power, seeing all systems of oppression as interrelated, rooted in structures of domination and control.
We welcome all genders, all gender histories, all races, all ages and sexual orientations and all those differences of life situation, background, and ability that increase our diversity. We strive to make our public rituals and events accessible and safe. We try to balance the need to be justly compensated for our labor with our commitment to make our work available to people of all economic levels.
All living beings are worthy of respect. All are supported by the sacred elements of air, fire, water and earth. We work to create and sustain communities and cultures that embody our values, that can help to heal the wounds of the earth and her peoples, and that can sustain us and nurture future generations.”
The Principles of Unity were originally written in 1997, to create a sense of cohesion as the Reclaiming Collective grew and diversified. However, the Principles have not remained constant since the 1990s. They have been rewritten multiple times as the Reclaiming tradition has grown and the needs of its members have changed. Like everything else within the tradition, the Principles of Unity are not beyond scrutiny, critical analysis, and reform.
For example, in 2020 the wording of the Principles of Unity was changed to affirm diverse forms of social justice work — including but not limited to non-violent action — and to express a more firm anti-racist attitude that seeks to uplift BIPOC. This was a major change, as the previous version of the document explicitly called for non-violence and included a paraphrased version of the Rede (often called the Wiccan Rede), “Harm none, and do what you will.” This change was made via consensus by BIRCH, after a series of discussions about the meaning of non-violence and the need to make space for other types of activism.
Aside from the Principles of Unity, there are no hard and fast rules for Reclaiming belief. As Irisanya Moon says in her book on the tradition, “There is no typical Reclaiming Witch.”
Important Deities and Spirits
Just as with belief and values, views on deity within Reclaiming are extremely diverse. A member of this tradition might be a monist, a polytheist, a pantheist, an agnostic, or even a nontheist. (Note that nontheism is different from atheism — while atheism typically includes a rejection of religion, nontheism allows for meaningful religious experience without belief in a higher power.)
The Principles of Unity state that the Goddess is immanent in the earth’s cycles. For some, this means that the earth is a manifestation of the Great Goddess, the source of all life. For others, the Goddess is seen as a symbol that represents the interconnected nature of all life, rather than being literally understood as a personified deity. And, of course, there are many, many people whose views fall somewhere in between.
In her book The Spiral Dance, Starhawk points out that the deities we worship function as metaphors, allowing us to connect with that which cannot be comprehended in its entirety. “The symbols and attributes associated with the Goddess… engage us emotionally,” she says. “We know the Goddess is not the moon — but we still thrill to its light glinting through the branches. We know the Goddess is not a woman, but we respond with love as if She were, and so connect emotionally with all the abstract qualities behind the symbol.”
Here’s another quote from The Spiral Dance that sums up this view of deity: “I have spoken of the Goddess as a psychological symbol and also as manifest reality. She is both. She exists, and we create Her.”
In that book, Starhawk proposes a perspective on deity that combines Wiccan and Feri theology. Starhawk’s Goddess encompasses both the Star Goddess worshiped in Feri — God Herself, the divine source of all things — and the Wiccan Goddess — Earth Mother and Queen of the Moon. This Goddess’s consort, known as the God, is similar to the Wiccan God, but includes aspects of Feri deities like the Blue God.
For some, this model of deity is the basis of their practice, while others prefer to use other means to connect with That-Which-Cannot-Be-Known. Someone may consider themselves a part of Reclaiming and be a devotee of Aphrodite, or Thor, or Osiris, or any of countless other personified deities.
Reclaiming Practice
As I said earlier, Reclaiming began with classes in magic theory, and teaching and learning are still important parts of the tradition. The basic, entry-level course that most members of the tradition take is called Elements of Magic. In this class, students explore the five elements — air, fire, water, earth, and spirit — and how these elements relate to different aspects of Reclaiming practice. Though most members of the tradition will take the Elements of Magic class, this is not a requirement.
After completing Elements of Magic, Reclaiming pagans may or may not choose to take other classes, including but not limited to: the Iron Pentacle (mastering the five points of Sex, Pride, Self, Power, and Passion and bringing them into balance), Pearl Pentacle (mastering the points of Love, Law, Knowledge, Liberation/Power, and Wisdom and embodying these qualities in relationships with others), Rites of Passage (a class that focuses on initiation and rewriting your own narrative), and Communities (a class that teaches the skills necessary to work in a community, such as conflict resolution and ritual planning).
If you’ve read my post on the Feri tradition, you probably recognize the Iron and Pearl Pentacles. This is another example of how Feri has influenced Reclaiming.
Another place where the teaching/learning element of Reclaiming shows up is in Witchcamp. Witchcamp is an intensive spiritual retreat, typically held over a period of several days in a natural setting away from cities. (However, in light of the COVID-19 pandemic, some covens are now offering virtual Witchcamps). Because each Witchcamp is run by a different coven, with different teachers, there is a lot of variation in what they teach and what kind of work campers do.
Each individual camp has a main theme — some camps keep the same theme every time, while others choose a new theme each year. Some camps are adults-only, while others are family-oriented and welcome parents with children. Typically, campers will have several classes to choose from in the mornings and afternoons, with group rituals in the evenings.
Speaking of ritual, this brings us to another important part of Reclaiming practice: ecstatic ritual. The goal of most Reclaiming rituals is to connect with the divine by achieving a state of ecstasy.
Irisanya Moon says that Reclaiming rituals often use what she calls the “EIEIO” framework: Ecstatic (involving an altered state of consciousness — the transcendent ecstasy of touching the divine), Improvisational (though there may be a basic ritual outline, there is an openness to acting in the spirit of the moment), Ensemble (rituals are held in groups, often with rotating roles), Inspired (taking inspiration from mythology, personal experience, or current events), and Organic (developing naturally, even if that means going off-script). This framework is similar to the rituals Starhawk describes in her writing.
There are no officially recognized holidays in Reclaiming, but many members of the tradition celebrate the Wheel of the Year, similar to Wiccans. The most famous example of this is the annual Spiral Dance ritual held each Samhain in California, with smaller versions observed by covens around the world.
Further Reading
If you are interested in Reclaiming, I recommend starting with the book Reclaiming Witchcraft by Irisanya Moon. This is an excellent, short introduction to the tradition. After that, it’s probably worth checking out some of Starhawk’s work — I recommend starting with The Spiral Dance.
At this point, if you still feel like this is the right path for you, the next step I would recommend is to take the Elements of Magic class. If you live in a big city, it may be offered in-person near you — if not, look around online and see if you can find a virtual version. Accessibility is huge to Reclaiming pagans, and many teachers offer scholarships and price their classes on a sliding scale, so you should be able to find a class no matter what your budget is.
If you can’t find an Elements of Magic class, there is a book called Elements of Magic: Reclaiming Earth, Air, Fire, Water & Spirit, edited by Jane Meredith and Gede Parma, which provides lessons and activities from experienced teachers of the class. Teaching yourself is always going to be more difficult than learning from someone else, but it’s better than nothing!
Resources:
The Spiral Dance by Starhawk
Reclaiming Witchcraft by Irisanya Moon
The Reclaiming Collective website, reclaimingcollective.wordpress.com
cutewitch772 on YouTube (a member of the tradition who has several very informative videos on Reclaiming, told from an insider perspective)
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doorbloggr · 3 years
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Friday 11/6/21 - Media (maybe) Recommendations #6
Contents this week:
Anime: Goblin Slayer
Anime: Keijo!!!!!!!!
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It's Friday and I didn't post much this past week. Time is a blur, and I haven't had a chance to watch any new anime for a couple weeks now. Sometimes it's hard to get into a new series, may it be finding the time, or finding something that you'd like. With this train of thought in mind, for this week's Friday Media Recommendations, I'm gonna discuss 2 anime that I enjoyed, but are hard to recommend.
I am prefacing these recommendations with the notion that these two series are EXPLICITY not for everyone.
Anime: Goblin Slayer
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The High Fantasy genre of fiction has wide appeal in every medium. For anime fans specifically, High Fantasy is a category welcome to fans of all types. There is Slice of Life Fantasy, Romance Fantasy, Shonen Fantasy etc. But while I would usually recommend every Fantasy Anime I've watched, Goblin Slayer is not for everyone.
Here's my pitch. Goblin Slayer is set in a high fantasy world with a very simple magic system and a clear schism between "player races" and "enemy races". The world operates very similarly to how a Dungeons and Dragon Anime would work, and during the opening, it even hints that all members of the main cast have their fates decided by the roll of a dice. The titular main character has a dark backstory that has meant he has sworn to dedicating himself to specifically hunting Goblins.
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Many adventurers look down on the Goblin Slayer for being an expert at such a low rank enemy, others recognise his talents, but think they are wasted on only hunting Goblins. In a light hearted fantasy story, the Goblin Slayer would be a quirky fun character, but this anime is deep and very dark.
It's hard to explain how without spoilers... Characters die in this anime. Characters we get to know first, and then we see them ripped to shreds, imprisoned, abused, and if they are saved, they are never the same again. Goblin Slayer does not shy away from depicting the most gruesome, heinous acts happening in real time to fleshed-out, named characters, in very vivid detail. If this anime was actually a D&D game, then the DM is actually trying to break his players, and punishes every wrong decision with a potential party wipe. And this cruel DM tells them the second by second details of how their characters are tortured to death.
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Now this anime has its light hearted moments. It has its wholesome moments where characters smile and care for each other. There's even hints of fanservice here and there. It is a High Fantasy like any other, where the adventurers go on quests, protect the towns, and recieve gold and level up. But it's also potentially traumatising.
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I enjoyed Goblin Slayer. It is a fun fantasy series where the characters are interesting and the world is engaging. And in an earlier blogpost, I said watching the first four episodes will help make your mind up.
With Goblin Slayer, this is not the case. Episode 1 is the most gruesome and heart wrenching episode in the series. So if you are squeamish at all and cannot handle detailed violence, do not watch Goblin Slayer, do not watch even the first episode. But if you watch Episode 1, are a bit shaken up, but keen to see where it goes, the series only gets better from there.
Anime: Keijo!!!!!!!!
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I am a relatively cultured nerd, I like depth and substance in my media, but I am also a bisexual, single young man who has never been in a relationship, so I appreciate senseless fanservice.
Fanservice is a very divisive topic within anime fans. Blatant lewd themes can be very out of place in some series and may ruin an otherwise serious mood. Many anime enjoyers may think that explicit fanservice in general has no place is an otherwise diverse, accessible genre of media. What if the genre devolves toward no story or meaning, with series of just boobs and butts? Well I have bad news for you.
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Keijo!!!!!!!! (yes the official title does have 8 exclamation marks) is a sports/shonen anime about an academy of girls fighting in the competitive sport of butt-powered watersports. The series follows a group of girls who have specialised movesets that could set them to be champions in a sport where the rules are: use your butt (and only your butt) to knock your opponents off a floating platform into the surrounding swimming pool. Keijo is the ultimate brain-off degeneracy anime, where it does not even try to hide the fact that the series' selling point is the celebration of the female form in a swimsuit.
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Like Food Wars, an otherwise simple concept is given depth by presenting each athlete's attacks as superpowers with shonen-style special effects and weight. Every fight has you on the edge of your seat as the girl's behinds become lethal weapons of (m)ass destruction. There is a set goal to the story, as Nozomi, the MC, has aspirations to take her academy to the top and become a world renowned sponsored superstar, the best of the best of hip whip combat.
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I am not gonna excuse the series as having hidden depth beyond its fanservice, the fanservice is 100% the main attraction. And if you are not a fan of fanservice just for the sake of it, and I fully understand people who dont, then probably give Keijo a miss. But if you are willing to give a chance to a show about pretty girls weilding their butts as watersports weapons, Keijo is a very fun anime that is not afraid to celebrate boobs, thighs, tummys, and butts.
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lala-ladybug · 3 years
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Healing Hands: Chapter 4
Yesyesyes I’m super excited to share this one with you guys!! The game is finally beginning, ahhhh!!!!
Jasonette Sword Art Online AU
Read here on AO3
Tag list: @iloontjeboontje
First | Previous | Next
Chapter 4: Goddamn wimps, all of them
Marinette opened her eyes, squinting against the bright sunlight. She stood in a huge village square filled with hundreds of people, the gaps between them growing smaller as more and more players appeared. The sun shone merrily, and an excited chatter began rising in the air. She closed her eyes and took a deep breath. It felt good to be back.
“Marinette!” She looked around to see Alya and Nino waving a few yards away. She broke into an excited smile and jogged over to meet them. They must have spawned in relative to their actual locations since Kagami, Luka, and the others from her class were already there.
“Hey guys!” Marinette said breathlessly. “Almost didn’t make it. Thanks for the call, Alya.”
The brunette gave her a quick hug. “Anytime, girl. Now you and Lila can show us the ropes!” She bounced excitedly.
Marinette barely caught herself from rolling her eyes and just nodded instead. Of course Lila would be able to help teach the others how to play. It definitely wouldn’t just be Marinette teaching everybody. Again.
Meanwhile, Max and Nathaniel were remarking on how realistic the textures of the cobbled streets were. Marinette did a double-take when she saw Adrien standing next to them. He had an immensely intricate and ornate suit of armor. There was an excess of spikes, ribbons flowing from every joint, and every inch of him was covered in metal. A tall helmet adorned with skull decals cast a shadow over his grinning face.
“What are you wearing?” She spluttered. He pointed a thumb to his chest with some difficulty, the thick metal creaking with the movement.
“This bad boy is the toughest armor in the game! I may have made a few embellishments of my own, so now I look even cooler.” He stated with pride.
Marinette shot a look at Luka, who wore a light set of simple leathers. He grimaced and shook his head, warning Marinette not to question their friend’s surprisingly atrocious taste in fashion. Or serious misunderstanding of armor weight classes.
“You know you could’ve picked any armor you want, right?” Adrien asked.
“Oh, I know. I crafted this set during beta testing!” Marinette spun around to show the boys, gladly welcoming the change in subject. She was dressed in a light suit of armor, the metal tinted a deep red. Black fabric peeked underneath the gaps, a strong yet flexible design of her own making. A simple grey cloak hung off her shoulders, concealing the quiver behind her back.
While Luka and Adrien complimented her brilliant design, she spotted Lila. She looked a little out of her element, hanging back to awkwardly watch a conversation between Kim, Alix, and Kagami, oddly enough. The three were dressed in heavy sets of armor, lamenting about how there weren’t any monsters to battle yet.
Chloe sauntered over to join them and, having heard how even Kagami was itching for a fight, wrinkled her nose. Marinette giggled to herself. This was going to be interesting, to say the least.
* * *
Jason’s eyes snapped open and he threw out an arm to steady himself. The transition from logging on was dizzying, but the sensation faded with every deep breath he took. He noted the smell of freshly baked bread wafting through the air. Damn, even he had to admit this tech was impressive. Dick and Tim stood next to him, wearing blue and red-toned armor respectively. Tim was looking around wildly, grinning like an idiot.
“Timmy!” Cassie Sandsmark sprinted towards them to tackle her boyfriend in a hug. Oh great, looks like the rest of the kiddy patrol was here too. Looking to where Cassie had run from, Jason indeed saw various members of The Team. Connor looked just as nauseated as Jason had felt after joining. Roy stood next to him, unmoving as he stared down at his very realistic-looking hand. Ouch. Jason had to have some sympathy for the poor kid, not that he’d ever tell him that.
Bart and Garfield, on the other hand, appeared to be having the time of their lives. Bart got into a running stance and Garfield gleefully jumped into the air, both falling flat on their faces. Jason snorted as he watched Jaime help his boyfriend up. Jaime asked him, “Whoa there ese, what gives?”
Bart shook his head and muttered, “I don’t have my speed.”
Garfield furrowed his brow and strained his face. “You look like you’re either really constipated or trying to shift,” Artemis informed him.
Ignoring her, Garfield locked his panicked eyes with Connor’s. “I can’t shift either, SB.”
“Der kaolc ym nrut,” Zatanna intoned quietly. When nothing happened, she nervously said, “My magic doesn’t work either.”
Jason rolled his eyes. Goddamn wimps, all of them. “Looks like all you supers will have to stoop to our level.”
“Stay whelmed everyone,” Dick stepped in to mitigate half the group’s outrage. “It’s just a game, we don’t exactly need our other skills right now.”
Before they could say anything else, an enormous bell mounted in the center of the town square began to ring. A hush fell over the crowd. The sky darkened as red hexagons interlocked to create a massive dome around the town.
A tall being flickered to life in the air above them. The hooded figure floated high overhead, their face eerily concealed.
“Attention players,” the figure raised their hands. “I welcome you to my world.” Well that didn’t sound ominous, Jason thought to himself. He felt the mood from the others shift into high alert.
“You may call me the Game Master, and I am the only one in control of this world. You may have noticed that the logout button is missing from your main menu.” The figure paused dramatically. “I assure you, this is no defect in the game. It is all as I have designed it to be. You cannot log yourselves out, and no one outside the game will be able to remove you forcibly. If anyone tries to do so, a transmitter inside the VR headset will emit powerful microwaves into your brain that will end your life.” Shit, shit, shit. This was just supposed to be a dumb game he played to make Replacement shut up about it, what the hell?
“Of the 10,000 players, 215 have already died because their family or friends ignored this warning and attempted to remove their headsets. Media outlets have been reporting on this, so it is safe to assume the danger of your headsets being removed has passed.” This guy had to be joking. Though if he wasn’t, Babs would surely research everything within her power to try to remove them safely.
“One other feature of the game is that you are no longer able to revive players. If your HP drops to zero, your avatar will die and the headset will destroy your brain.” Jason’s eyes widened and his head whipped to Dick. He ran a hand through his hair, looking just as horrified as Jason felt.
“The only way for a player to return to the real world is to clear the game. You are currently on Floor 1, the lowest level of the castle. If you make it to the dungeon and defeat the level boss, you may progress to the next level. Defeat the final boss on Floor 100, and you will clear the game.” This motherfucker couldn’t be serious.
The game master, god what a pretentious prick, raised his hands and began to disappear once more. He said, “Good luck, players,” before disappearing entirely. The sky returned to its cheery blue.
 A beat of silence passed before someone started screaming. Then the thousands of players erupted into a cacophony of sound.
* * *
Marinette stood stockstill amidst the chaos. She felt more than heard masses of people panicking around her. Her eyes darted back and forth without truly seeing anything, mind racing to figure out a solution. If there was no way to safely remove the headset, then they’d have to beat the whole game. What about the Kwami? Could they connect with their miraculi? What about the small powers they’d each accumulated over the years? If those were accessible, then they might stand a chance, but god if they weren’t--
A hand on her arm made her snap her head to attention. It was Adrien, his jaw clenched tightly. She gripped his arm in return, the small reassurance barely that. Around her, the new Order looked to their leader for orders, direction. And behind them, her classmates....
Most were white in the face. Max had his hands clenched in his hair and was muttering to himself about the likelihood that the headsets actually could kill them. From the way he was shaking his head, she guessed it was a definite possibility. Lila looked like a cornered animal, twitchy and desperately looking for an escape. Even Kim and Alix wore uncharacteristically serious expressions.
“Well?” Chloe prompted Marinette. The latter took a deep breath. Better focus on solving the smaller problems first. “Your VIP package came with a house on the first floor, right?”
Chloe blinked in surprise. “Yeah, it did,” she replied uncertainly.
“Good.” Marinette whistled and gestured for the rest of her friends to gather around. “Listen up! We don’t know how everyone else is going to react, so it’s best for us to go somewhere safe to lie low for a while. I can teach everyone the gameplay, and we’ll do our best to help beat the game.”
She looked Alya and Nathanial in the eye, since their hands seemed to be shaking the most, and said with all the confidence of Ladybug, “Think of all the bullshit Hawkmoth’s put us through. We are not going to die here. That’s a promise.”
Marinette drew her bow and half-strung an arrow, holding it parallel to the ground. “Chloe has a house on the first level. Let’s go.” She nodded to Adrien, Chloe, Kagami, and Luka to establish a perimeter around the rest of the class as they moved. She exhaled a quiet, shaky breath and led the way out of the square.
The crowd did not part easily. People were sobbing, shouting, hyperventilating. They needed to get out fast before the shock wore off.
Someone stood in front of her. The poor soul was probably just as scared as they were. She put her bow back in her inventory, trying to appear as non-threatening as possible.
“Excuse me,” Marinette gave a little half-wave to get their attention. “May I please get through?”
“Oh, sorry,” He had a deep, male voice. One hand gestured to the direction she was headed as he stepped out of her path. “Go right ahead.” His hands weren’t shaking as the other crept towards his belt. Not good, not good.
A flash of silver was all the warning she got before Luka pulled her back. A knife collided with his hastily raised shield, shedding sparks as the assailant nearly dropped his weapon in surprise. Marinette dropped down to sweep her leg beneath Luka’s shield, knocking the man off his feet. He gave a shout of surprise as he went down, and Luka disarmed him in the confusion.
“Come on, move it!” Marinette shouted over her shoulder. She re-equipped her bow and surged forward, picking up the pace to get the hell out of there. Such a large group was an easy target, they had to get out of the open and fast. People were starting to react beyond their shock, and more of them were bound to get violent.
Her eyes scanned over the buildings in front of them. There. A momentary break in the throng of players allowed her to spot Slipcut Alley, a favorite shortcut of hers. It was only a few yards away. The alley was too narrow for anything but a single-file line, but it provided cover and was hidden by a spell that only other beta testers would know about. It was their best option.
She squared her shoulders and pushed through the last of the crowd. She turned to face her friends, who gathered around her as they too made it out into the small clearing. Chloe, Kagami, and Adrien were watching the crowd behind them, ready to defend against any other attacks.
Marinette put her bow away one more time and asked, “Do you trust me?”
Shaky nods and wide eyes. That would have to do.
“Then follow me,” she said, and walked straight through the wall before them.
* * *
“Our first step should be finding shelter for the night,” Dick said sharply. “We can figure out the rest tomorrow, but it’ll do us no good if we die tonight.” Tim nodded, ever the protégé.
“And just how do you suggest we do that?” Jason countered. He couldn’t help it if it came out a little accusatory. He did not sign up for a damn death trap.
It was Garfield who had the answer. “Well, in order to do anything, we need money. So we need to start killing some monsters!” He palmed his fist with a resounding smack. “And then we can see about an inn or something.”
Connor rubbed his chin. “That’s not a bad idea, kid.”
“Just tell me where to hit them,” Roy said in a low voice, sounding about as pissed as Jason felt.
“Let’s split into three teams. Alpha squad will be Artemis, Wally, Bart, and myself. Tim, Roy, Gar, and Connor will be Beta. Jason, you’re with Jaime, Cassie, and Zatanna for Gamma.” Great, Jason was the only non-super there. What a grand old time that’ll be.
He made to leave the square and disappear into the panicking crowd, but Dick held his arm. “Hey, I’m trusting you to keep them safe,” he kept his voice low. “It’s been a while since they fought without powers, so keep an eye on them.” He then turned to address the rest of the team. “Alpha will take north. Beta, go south and Gamma see what’s west. Meet back here at sunset. Alpha will secure lodging before engaging enemies.”
“What, no pep talk?” Wally elbowed Dick. The latter didn’t crack a smile as he said, “Just stay alive.”
Beside him, Garfield swallowed hard and said weakly, “Noted.”
Jason rolled his eyes and jerked his head in their assigned direction for the other three members of Gamma squad to come with him. He’d follow along as long as Dick made good plans, and Jason didn’t exactly have any better ideas for now.
He put on his very best I know exactly how to kill you and I’ll do it if you don’t get the hell out of my way face and lead the way out of the packed square. The crowd parted easily before him, and they were out on an open street within a matter of minutes.
”Where to first, ese?” Jaime asked, shifting nervously from foot to foot.
Good question. Jason looked around for a map or something that could tell him the way out of the damn town. When he glanced back for a quick headcount and only counted two, he cursed and asked Cassie, “Where the hell is Z?”
She pointed at a nearby stall where the magician was chatting with the vendor. Zatanna waved to them, then sauntered back over to the rest of the team. “The shopkeeper says there’s a bridge further down this street and to the left that’ll take us west out of the town.”
Cassie frowned. “Was that a player with their own shop already? Man, we are behind.”
“Oh, no it was an AI.” Zatanna readily supplied. “An NPC?” She added on seeing the confusion on her companions’ faces. “Honestly, was I the only one to do research on this game before playing it?”
Jaime sheepishly scratched his head while Cassie squeaked, “Well....” Jason had to agree with them, he just did this to keep Replacement happy. And get Dick off his ass, the meddling prick.
Zatanna shook her head. “Look, AI stands for artificial intelligence, and NPC is a non-playable character. They’re computer-generated people, not actual players.”
Jason caught enough to surmise that these NPCs were created by the same maniac that locked them up in here. He crossed his arms and asked, “How the hell can we trust their word if they’re controlled by that fuckin’ game master freak?”
Cassie bit her lip and had the good sense to look concerned.  Zatanna just shrugged and said, “I guess we’ll just have to find out. We can try following their directions but stay cautious in case it’s a trap.”
“Fine,” Jason sighed. “Let’s go.” He was already resigned to the absolute stupidity of the situation anyway.
They made it to the end of the street without incident, and turned where the shopkeeper had directed them to. There was a bridge, spanning a merrily bubbling river, and open fields dotted with trees beyond it. Jason could smell the greenery and apple blossoms from here.
“Wait!” Jaime threw his arm out. He made a face, then sneezed. “Aw man,” he gave a tremendous sniff. “Can’t eben escabe allergies in a video gabe.”
Cassie laughed at her friend and slapped him on the back, which only made him sneeze again. Dumbasses, they didn’t have time for this. Jason rolled his eyes for what felt like the umpteenth time that day and walked up to the base of the bridge. He slowly, carefully stepped across and edged his way to the other side.
The other three followed suit, and upon joining him, Zatanna said cheerfully, “Seems like we can trust the NPCs!”
“For now,” Jason muttered, still not convinced. He turned his gaze to the rolling hills before him, warm breezes sending waves that shimmered through the knee-high grass. He didn’t see any monsters, but there had to be some... right?
He used two fingers to swipe the air in front of him, opening his inventory. At least he remembered that much from the tutorial. He equipped the crossbow he’d loaded in when he created his avatar. Damn, that night in the Batcave felt like it was a week ago.
Jason took a wary step forward, into the grass. “Fan out,” he directed the other three. He didn’t turn to watch as he heard them draw their own weapons and creep up to flank him.
A rustle in the grass ahead had him throw a clenched fist into the air to have the others hold their positions. He waited until the movement stilled, then crept forward a few more steps, careful to keep his footsteps silent. He was within feet of it now, whatever it was. He hoisted up his crossbow to brace it on his shoulder and trained it on the last place he’d spotted movement. There was a sharp inhale behind him, and then Jaime sneezed loudly.
The head of a wild boar whipped up and it lunged for Jason. “Shit!” he yelled. Damn kid and his perfect timing. Jason blindly jumped backward and fired a bolt at the same time. It met its target and the boar shattered into glittering dust that resembled pixels. In front of him, a notification popped up that 20 copper coins, the crossbow bolt he’d shot, and a boar tusk had been added to his inventory. Huh, that was surprisingly easy.
“Wow, that was so crash!” Cassie pumped her fists in the air. “This game is gonna be a piece of cake.”
“Not so fast,” Zatanna frowned. “Remember, this is only the first level. It’s bound to be easy. It’s only going to get harder from here.”
Jason turned around to face them. “And just because that little shit was easy to kill doesn’t mean they all will be on this level.” He noticed Jaime hanging back, looking embarrassed.
“Hey kid,” Jason jerked his chin at him. Jaime's head snapped up. “Do you want to try the next one or wait by the bridge until your allergies clear up?”
Jaime opened his mouth to respond but had to sneeze again. “I think I’ll just waid by the bridge. I’b really sorry guys.” He trekked back to where they’d come into the fields.
“And then there were three. Ladies first,” Jason mockingly bowed, gesturing to the open fields beyond where the boar had been. Zatanna smirked and Cassie stuck her tongue out at him, which he returned with a rude gesture.
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Tech trustbusting's moment has arrived
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When it's railroading time, you get railroads.
When the railroads turn into the personal satrapies of rail-barons, you get trustbusters.
A couple decades ago, it was online service time. We had the users, the telcoms systems, the computers, the modems, so we got platforms.
We had that, but we lacked something important: effective antimonopoly enforcement. Lax merger laws allowed companies with access to capital markets to buy out or neutralize all their competitors, so we got monopolies.
Right on schedule, we're getting digital trustbusters.
Now, some people aren't technically sophisticated, but they do understand a lot about competition law. That's how you get meat-and-taters antitrust proposals like Amy Klobuchar's CALERA, which address the structural problems with antitrust law.
https://pluralistic.net/2021/02/06/calera/#fuck-bork
Klobuchar's bill is hugely important. The reason we have monopolies is that we stopped enforcing anti-monopoly law 40 years ago. Monopoly isn't a tech problem, it's everywhere from sneakers to glass bottles to pro wrestling to candy to aerospace.
https://www.openmarketsinstitute.org/learn/monopoly-by-the-numbers
Klobuchar's CALERA doesn't just seek to apply antitrust law to tech – it also explicitly restores the pre-Reagan basis for fighting monopolies: we fight monopolies because they concentrate power and corrupt our politics. All monopolies are guilty unless proven otherwise.
But though industries all attained their monopolies through similar tactics – predatory acquisitions and mergers, vertical integration – they also each have their own technical characteristics that must inform our demonopolization tactics.
Take emergency care: monopolists love ERs because we don't choose which ER to use, nor when. You can't shop for an ER from the back of an ambulance. You don't know going in whether you're going to spend $1m or $1k. And you'll buy whatever services the ER tells you to buy.
Or power-grids: demand for electricity is both inelastic (you need power when you need power) and price-insensitive, and that inelasticity increases with demand: that is, when it's freezing or boiling out, everyone wants electricity.
Tech, of course, has its own technical characteristics. Chief among these is its flexibility. At a deep, theoretical level our digital tools and networks are capable of interoperating with one another in ways that no physical technologies can match.
Think of the Australian rail-system. In the mid-19th century, would-be rail-barons laid differing gauges in hopes of conquering the nation's logistics and transport. For 150+ years, engineers have tried to solve the "multi-gauge muddle" by designing multi-system railcars.
Hundreds of designs for cars that retract and extrude different wheelbases have been tried, and none ever caught on. Instead, Australia is tearing up and re-laying thousands of kilometers' worth of track. With physical tech, "compatibility" often means starting from scratch.
Not so with digital tech. If you are an OS company whose rival has locked up all office docs in a proprietary format, you don't have to convince all its customers to abandon their documents and start over. You just make a compatible program:
https://www.eff.org/deeplinks/2019/06/adversarial-interoperability-reviving-elegant-weapon-more-civilized-age-slay
With digital and physical tech, network effects drive high switching costs, but when it comes to digital, network effects are a double-edged sword.
With interoperability, a walled garden can easily become a feed-lot, where customers for a new service are neatly arrayed for competitors to come and harvest.
https://www.eff.org/deeplinks/2021/01/twitter-and-interoperability-some-thoughts-peanut-gallery
Good tech policy emphasizes interoperability when it comes to demonopolizing the digital world. Long before the US ACCESS Act and the EU Digital Markets Act, Mike Masnick published his seminal "Protocols, Not Platforms" paper.
https://www.eff.org/deeplinks/2021/01/twitter-and-interoperability-some-thoughts-peanut-gallery
And Daphne Keller's work on "Magic APIs" presaged the ACCESS Act's idea of forcing tech companies to expose the APIs they use internally so that competitors can plug into their services:
https://www.techdirt.com/articles/20200901/13524045226/if-lawmakers-dont-like-platforms-speech-rules-heres-what-they-can-do-about-it-spoiler-options-arent-great.shtml
(that paper is outstanding, BTW, with clear-eyed assessments of alternatives, like a digital fairness doctrine, "common carriage" rules, an "indecency" standard for content moderation – basically a checklist for "So you've got a plan to fix tech – did you think of ____?")
Masnick's "protocols" are a vision for a decentralized, better internet. Keller's Magic APIs describe a legal path to getting there. My own work on Competitive Compatibility (nee Adversarial Interoperability) describes how we'll STAY there.
https://www.eff.org/deeplinks/2019/10/adversarial-interoperability
Because monopolies are good at subverting regulation, so any Magic API rule would be brittle – dependent on the tech companies not sabotaging those APIs by moving the important data-flows away from the mandatory APIs.
That's why we have to strip monopolists of the power to ask a court to block interoperators: take away the wildly distorted copyright, patent, terms of service and other legal doctrines that Big Tech ignored during its ascent, but now enforces against would-be competitors.
With both interop mandates and a legal right for new entrants to force interoperability through technical means, tech giants will face consequences if they subvert antimonopoly rules.
The choice becomes: either respect the intent of a mandate and preserve interop; or be plunged into a chaotic arms-race with competitors who switch to scraping, bots, and reverse-engineering.
All of this is incredibly wonkish, a highly specialized debate that involves highly technical propositions about how digital technology works today, how it used to work and how it might work – layered atop a similar, highly technical understanding of antitrust law.
The Venn overlap of "deep understanding of digital tech" and "deep understanding of antitrust debates" isn't so much a slice as it is a sphincter, and the debate has been equally narrow, but when it's railbaron time, you get trustbusters.
The tech monopoly/interop debate is going mainstream. Francis Fukuyama and his colleagues at the Stanford Working Group on Platform Scale have proposed an intervention similar to the ACCESS Act, where trusted third parties mediate between monopolists, new entrants and users.
The Stanford proposal calls them "middleware companies," but they're conceptually interchangeable with the idea of a "data fiduciary": companies that act as referees when a new co-op, startup or nonprofit wants to plug into a monopolist's service.
https://pairagraph.com/dialogue/4124f75013da40038c4cbff5ebdaaa51/3
This is clearly an idea whose time has come – it's present in the EU's DMA and the US Access Act, and latent in the UK CMA report:
https://www.gov.uk/cma-cases/online-platforms-and-digital-advertising-market-study#final-report
Importantly, it's an approach that recognizes the distinctive character of tech – taking account of the power of interop to break open walled gardens and unravel network effects.
What's especially interesting about this work is that it appears to have been developed in parallel to pre-existing work from Masnick and Keller (and me) – it's a case of convergence between the tech-policy world and the broader world of policy.
After all, while Masnick and Keller's work is well known inside of tech policy, that's just our obscure, nerdy corner of the policy world – now they're escaping that corner, becoming self-evident to people from traditional policy backgrounds.
https://review.chicagobooth.edu/economics/2020/article/capitalisn-t-francis-fukuyama-s-proposal-rein-big-tech
My hope is that the trend continues – that we see ideas about Competitive Compatibility/Adversarial Interop join the idea of API mandates, so that we produce durable anti-monopoly systems, not just anti-monopoly rules.
Most important, though, is restoring an appreciation for the importance of interoperability in preventing monopolies and promoting technological self-determination for communities and individuals.
Because such a sensibility can escape the legislative world and be enacted via fast-moving, easier-to-use policy  tools. For example, we could (should!) make interop a feature of all government procurement rules.
No school district should buy devices for students without securing the right to sideload the apps they need on them – imagine buying 50,000 Ipads at public expense and then having Apple boot the app you rely on out of the App Store!
Likewise, no district should buy Google Classroom without securing a legally binding guarantee not to block interoperators who want to integrate other ed-tech services into the curriculum, with or without Google's cooperation.
Procurement and interop are as old as the Civil War, when the Union Army demanded firearms and ammo that had multiple manufacturers. As the state-level Net Neutrality rules (which bar governments from using non-neutral ISPs) showed us, procurement can shape markets.
Procurement is just for starters. Right now, tech companies caught breaking the law are handed down fines that are less than the profits their lawbreaking generated – instead, we could demand interop as part of any settlement.
One major barrier to interop is contract law: terms of service, EULAs, noncompetes, arbitration, etc. States wield enormous power over contracting terms: states can declare certain contractual language against public policy and thus unenforceable.
If, say, California were to pass a rule nullifying the mountain of abusive garbage that has become standard in digital "contracts," it would be in a position to export fair usage terms to the country in just the same way it exports robust emissions standards.
Antittrust is primarily a federal manner (that's why 40 years of federal antitrust malpractice has been such a disaster). But every level of government, down to your local school board, can make a meaningful difference in tech antitrust.
Digital technology's inescapable, marvellous, terrifying flexibility can be translated into so many unique, powerful weapons for transforming the industry and empowering communities to control their digital lives and seize the means of computation.
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e-one-seven · 3 years
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I did some researches on the Beholders because of Lucien's eyes and I found out about the existence of the Beholder's god, an entity known as The Great Mother. Please click on Keep reading to lose your sleep as I did.
This is the personality of the Great Mother as described in the Forgotten Realms Wiki:
Those that studied the Great Mother typically concluded that she was completely insane, lacking in the ruthless logic possessed by mortal beholders. In truth, she was dangerously intelligent, the method behind her madness simply being beyond the ability of most beings to understand. Ironically, her mind wasn't even divided into two halves, like most beholders. Still, while not crazy or mindless, the Great Mother was a creature of utter chaos and capricious whimsy, acting primarily on instinct and impulse. Often times, the Great Mother philosophized to herself about the nature of chaos and evil and was rumored to be the greatest sage on the subjects. She was said to be omniscient and did possess exclusive hidden lore, but seemed to be so knowledgeable that she was incapable of sharing it with any but the most intelligent entities, much less inferior beings. Some scholars speculated that she was not unable to convey such knowledge, but simply wouldn't provide it to lower-lifeforms, and indeed the Great Mother was a jealous and egotistical intellectual that refused to acknowledge even the notion that she could be mistaken. Befitting the deity of eye tyrants, she was said to have her own strange standards for her creations and would destroy or devour any that she found displeasing.
The objectives of this entity and hers followers are described as such:
Aside from birthing more beholders, the Great Mother's only other activity was drifting enigmatically in solitude throughout reality, particularly in the darker planes. She inexorably cruised through space deep in thought, always incomprehensibly gibbering in an alien protolanguage while experiencing bizarre visions. The purpose of her aimless journey wasn't to gather knowledge or magical secrets since she believed that she already knew all that was worth knowing.
The Greyhawk Wiki gives this description of her dogma:
The Great Mother exists to remake the multiverse in its image by filling it with its spawn, replacing all forms of life with monsters that resemble the Mother itself. It does not bother to acquire knowledge, because it has always known all that it could ever need to know. However, it cannot or will not communicate this knowledge to lesser beings, including its own offspring. It neglects its children, not bothering with omens or portents. Sometimes it will allow beholders to be entirely wiped out on a given world, while other times it will become enraged when even a small beholder community is threatened.
1d4chan.org gives us this about the Great Mother not-beholder followers:
Ocular Adept is a prestige class for humanoid followers of the Great Mother. To become one, they first have to approach a Beholder and convince it not to eat or disintegrate them. After the hard part is over they enter into a surgical pact, where a Beholder-kin eyeball is implanted in their forehead. This provides them a link to the Great Mother's power and allows them to perform eyebeam attacks similar to true Beholders. [...] Ocular Adepts have a separate divine spellcasting progression up to level 5 spells, which is in line with that of a Cleric. However, the Great Mother grants more low-level spells than a Cleric and only a few high-level ones. This is because while the Great Mother is "happy" enough to accept followers from non-Beholder races, she prefers to reserve high level spell power for those who really deserve it.
I know the Somnovem is a hive-mind created by nine ancient wizards, but beside that, the similarities between what it is implied being their purpose, how they act and how they give powers to the mortals are too many to be ignored. After all, if Lucien's abilities are really inspired by Beholders, why can't the Somnovem being inspired by the very being behind the creation of the Beholders in the official D&D lore? Which is not a group of deranged philosophers, but an actual god? If that's the case, it means that Lucien is not as unique as he believes, and the Somnovem actually wants to create more beings like him, just like the Great Mother wants to create more Beholders to shape her ideal vision of reality.
This is my theory: the Somnovem is a hive-mind, and they give eyes to the people who read into their scripts or got touched by their stream of consciousness. But some people are strong enough to retain an autonomy and freely use the powers of the hive, and they have the potential to become a Nonagon, a sort of Avatar of the Somnovem. Strong of will or powerful enough to retain their full autonomy is hard to tell for now. Those who can't retain the autonomy become part of the mind-hive, sleeping agents for the Nonagon and the Somnovem to be used as they please. They retain autonomy most of the time, but they are mentally conditioned to execute the will of the Nonagon in case they need their help. But if a person strong enough to resist, they can decide to try and murder another Nonagon to have that power for themselves, like Vess DeRogna did. If this is the case, when a Nonagon dies the Somnovem doesn't even care: the previous Nonagon comes back to be part of the City, and the new, more powerful one executes their will just like the previous one did. But when Lucien died it was different: Lucien was willing to spread their knowledge and add more minds to their hive, but Vess DeRogna wasn't. She just wanted to reach them into the Astral Sea and that was it. So they decided to guide Cree and bring Lucien back to life once that Mollymauk Tealeaf died. They gave him the chance to get his revenge and complete his mission.
Vess DeRogna killing Lucien might be circumstantial, but it might as well be a side effect of the wish of the Nonagon to join the perfect mind of the Somnovem: a person able to retain autonomy might corrupt the Somnovem with their imperfect human mind who was graced by a power they can't comprehend, and therefore they need to be destroyed. This would be just like when two Beholders meet each other: they see themselves as perfect beings and the other as a loathsome impostor who needs to be eliminated. This only if they retain autonomy: if they are a part of the hive-mind they are nothing more than an extension of themselves, therefore there is no danger into letting them live.
What does that mean for Beau and Caleb? That they might be the Somnovem's plan B in case Lucien fails. One of them might be forced to become the new Nonagon unless the Mighty Nein don't stop the process in time (and Artagan confirmed that there is a way to invert the process, but they were not able to access it at Level 13). And they will have to do it: have you read the part above about the Ocular Adepts? What 1d4chan doesn't say is that the Great Mother can Disintegrate an Ocular Adept at any moment through their third eye if they displease her. But the Somnovem and the Nonagon seem to prefer blasting the brain with psychic energy, so probably if they have a way to kill someone from a long distance it might not be a potential permadeath. And it might not be activated until all the nine eyes will be implanted, which is unlikely to happen before the battle with Lucien in Aeor.
(If this fail-safe exists, why did the Somnovem let Vess DeRogna live if she was unworthy? Because if she died at the wrong time the book would have been lost, and there were no other Nonagons in charge because the Somnovem cult is so little known. They needed Lucien to be alive again to retrieve it and go in with their plan. And suddenly her dying from a single attack makes sense: that neck-lift blast is not powerful enough to kill a person unless something already weakened them before. It was Lucien and the Somnovem who killed her.)
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