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#mac lir
bramblrose · 1 month
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"Come away oh human child, to the waters and the wild, with a fairy, hand in hand, for the world's more full of weeping than you can understand."
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forfeda-project · 2 years
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GODSTONES - MANANNÁN MAC LIR
Manannán, the "son of the sea," is portrayed in the lore as a trickster figure, a great magician, and a powerful lord of the Otherworld, appearing in such tales as the Voyage of Bran, Cormac's Adventure in the Land of Promise, and the Birth of Mongán. Manannán is also the patron and namesake of the Isle of Man, where he is revered as a wizard and necromancer whose magical mists kept the island hidden from invaders. This is a new art series depicting the Gaelic gods as ancient statues, with designs loosely inspired by historical finds, such as the Boa Island and Tandragee idols from Northern Ireland, and the Ballachulish Figure from Scotland. In this piece, Manannán is pictured with his signature Corrbolg (crane-bag) and shrouded in sea mist.
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marine-indie-gal · 2 years
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Figure that I'd give the Bikini Bottom more Rulers, this time adding in More Water Deities from Foreign Mythologies of Different Cultures in a Group of Seven Sea Gods ruling over Each of The Seven Seas. From Left to Right; Poseidon (from Greek Mythology), Neptune (from Roman Mythology), Ryūjin (from Japanese Mythology), Mac Lir (from Celtic Mythology), Varuna (from Hindu Mythology), Sobek (from Egypt Mythology), and Njǫrd (from Norse Mythology). We pretty much already know much about Poseidon/Neptune behind Greco-Roman Mythology. Greek/Roman God of the Seas, Son of Cronus/Saturn and Rhea/Ops, brother of Zeus/Jupiter and Hades/Pluto, Husband of Amphitrite/Salacia, yada, yada, yada, ect. pretty much you Greco-Roman Mythologists out there who have watched SpongeBob and seen Sponge on The Run would defiantly would know who Poseidon/Neptune is. But what about the Water Deities from Different Mythologies? Who are they? Well, here are some personalities for our new guys. Ryūjin (Japanese Water Deity and Third Ruler of The Seas) The Master of the Serpents and King of a Sea Dragon. Ryūjin has the ability to take both in Three Forms; A Dragon (his Actual Species), An Anthro Fish (to civilize Fish People like from the Bikini Bottom), and Human (Only for the Surface Land). Ryūjin is a Cunning Wise-Cracking Dragon who's often to take hold of his responsibilities of being King and as well as creating fun for his own. He enjoys to have a slice of life such as eating some Krill or Plankton, he even has the power to make Gemstones glow. Whenever he gets furious or angry, storms would usually come in out of nowhere as he also controls waves to make them very big and crazy like a hurricane. Voice Actor: John de Lancie (Discord from "My Little Pony: Friendship is Magic") Mac Lir (Celtic Water Deity and Fourth Ruler of The Seas) A Wise, Kind, and Noble Deity. Mac Lir is also known as "Manannán", he was a Brave Warrior of a Deity who fights in Wars and is also part of Another Deity Tribe, "Tuatha Dé Danann". Mac Lir is not really all that fearsome of a God but he's often very nice as he protects to those who had a rough life as he is willing to give anyone who deserved something much better a chance. He often rides on Sea Horses throughout the Seas and claims that All Sea Creatures are very good-natured animals. Voice Actor: Christian Bale Varuna (Hindu Water Deity and Fifth Ruler of The Seas) Basically the Hippie Type out of the Group. Varuna is Very Peaceful, Laid-Back, and Enlightened. He is mostly rather Chill but outside of being a Water God, he's also a Ruler of the Sky Realm and even upholder of the Cosmics, known for being a Chief of the Adityas. He can tell and predict the future with his highest knowledge with great power behind a thousand eyes. He sometimes enjoys to visit Parties such as visiting a Festival with the Gods and is very respected by the Fish who he is welcomed to. Voice Actor: Khary Payton (Rafiki from "The Lion Guard") Sobek (Egyptian Water Deity and Sixth Ruler of The Seas) A Lord of Crocodiles and even God of the River Niles. Sobek has the ability to control Waters as well as being in command with a pack of his own Crocodiles. Like Poseidon, he is very Vain and Self-Centered but unlike Neptune's Greek Counterpart, he isn't lazy and is often busy doing his Job protecting the Nile. He can allow his Crocodiles to not eat People for those who fear death unless if you pray for him to make Crocs get out of the Water. He is also able to protect anyone who obeys him from Evil and hate if anyone would dare try to screw his Job of being a King of the Nile Rivers, usually he gets pissed at that when someone tries to mess things up around him. Voice Actor: Kevin Hart Njǫrd (Norse Water Deity and Seventh Ruler of The Seas) Njord is very stoic at nature. Like Neptune, he is very regal to control both the Waters and is able to give people who obey him the riches with Great Wealth. Needless to say, he is often very mature and tends to focus on his responsibilities of being King such as doing the Royal Stuff, he is soft-spoken and gentle. He would punish others who are Evil such as the Monsters around from the Sea. He doesn't necessary like people who are greedy or selfish as he is willing to pay them with Karma such as an Important Moral Lesson; If they want great wealth, they must learn to be a better and respectful person without being selfish and Greed at heart, only use Charity at Heart. He is very faithful and respectful towards anyone, even to those like his Wife, Skadi (The Goddess of Winter). Voice Actor: Billy Zane (John Rolfe from "Pocahontas II: Journey to a New World") I made each of the Men-like Water Gods (except for Ryūjin and Sobek) into Merman like how the show does with Neptune and Poseidon because since some Gods have Titles of being in charge of Waters, wouldn't they also be depicted as Merman too? Also, I should be such further noticed that I don't really consider the Other Neptune from the First Movie part of the Rulers of the Seven Seas. In my AU, he's just a King of Merpeople, not a God since Most Gods don't generally wear Royal Medieval Outfits. Also, for the Backgrounds that I used behind these versions of the Other Foreign Gods, I just googled up each Foreign Waterland/Ocean/Sea to resemble what Country that they are from. I do NOT own these backgrounds, credit goes to each of the Backgrounds that I have found for Google. SpongeBob SquarePants (c) Stephen Hillenburg Water Deities (c) Mythology
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“Below me, so far below I cannot hear it, the ocean crashes against the rocks. I take the stone from my pocket. Just an effortless toss and it would be forever lost to the sea. I balance it in my hand, testing its weight, guessing its trajectory. Once I have demythologized it, shall I throw the stone away? I rub it one last time. What is it I am touching? What is this I hold in my hand? A piece of stone— or a piece of soul? We stand upon a precipice. Upon the edge of fate. Objective consciousness has freed us from the tyranny of projection. Will it also forever imprison the imagination? That is the modern dilemma. With too little objective consciousness, we live in the tyranny of the unconscious—the loss of soul that makes us crazy. We are lost in a complete identification with the object. Yet with too much objective consciousness, we live in the tyranny of objectivity—the loss of soul that makes us neurotic, for the loss of imagination is also the loss of soul. When you can’t feel the tug in your psyche toward a stone, something essential is lost: a connection, a sense of meaning, an imaginative spark. The touch of myth.”
Living Myth: Personal Meaning as a Way of Life by D. Stephenson Bond
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caw4brandon · 2 years
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Sadie X Jeniferl-lite: Heathens!
Her exterior is pleasant. Her bright blue eyes was the first thing Sadie noticed about Jeniferl followed by her cartoonish glasses. They shook hands, like the gentle women that they are. 
She was happy to have met another person who shares a number of interests as her. They would spend hours and hours in the corners of the Great Hall, Talking about anything and everything until they had to be called to go to bed. 
Yet, something is off about both of them. Jeniferl sure, everyone knows she resembled the haunting portrait of The Forgotten Witch. But when Jeniferl touched Sadie’s hand, its as if she is shaking hands with a very very hungry wolf.
Its no secret that she doesn’t fit in like everyone else but Jeniferl swore that she could sense a third person among them. A different her...or rather, him. Before Sadie mac Lir was her, she was a fearsome warrior, who stood before the sea of common men and fought them all to their deaths.
They called him many names, the bright and the bold, The Great Tide Changer, The Child of the Overking but the most consistent of them all is this one hunting title.
- The Murderer of Crows -
I’m going back to my roots to show more of Sadie’s past and reveal why the title is called < Murder The Crow > its still a work in progress and yes, it feels like I’m ignoring Hector again but I have a very good reason to. It also feels like cheating cause her silhouette is based on [Hector’s old design] but its a placeholder for now.
All will be revealed at the appointed time. But for now remember, its just an idea...A CROW’S IDEA! Featuring @hphm-jeniferltheman​
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Thanks for reading
- Caw4B - 
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polarsirens · 1 year
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epilogue, 3: mira
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aodhan-art · 6 months
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Manannán mac Lir getting ready to remove someone's head.
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amylouioc · 8 months
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Tír fo Thuinn, the land beneath the waves
Part of a new series I’m working on which visualises the different names for Tír na nÓg/the Otherworld as distinct lands.
Also drew Emain Ablach
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dummy-dot-exe · 2 years
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マナナン・マク・リール〔バゼット〕 by 鳥茶丸@toricha_maru
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kyousukebei · 2 years
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Arctic Summer World 2022 event CE’s
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kung-fu-grandma · 7 months
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It'd be cool to come up with Pagan alternatives to the days of the week in the Gaelic languages, since the current ones have such Christian meanings
DiLuain can stay since moon worship is a thing, but perhaps we might change the Latin to "Latha na Gealaich"?
DiMairt could be "Latha na Mhór-ribhinne" (The Morrigan's Day) in keeping with the "M" sound of "Mairt"
DiCiadain needs to go since it refers to a Christian fast, so why not make it Latha an Daghdha? (A sort of oblique reference to Wednesday being "Wodan's Day" in English perhaps?
DiarDaoin again refers to fasts, so maybe "Latha Lùgha"?
DihAoine, another fast, so how about "Latha Aoidh" since it sounds kinda similar to "aoin"?
DiSathairne isn't Christian so much as the wrong kind of pagan, so I'm not against leaving it as is, but as long as we're going with new names, why not "Latha Manannain"?
DiDòmhnaich is perhaps the most explicitly Christian, but since we have "Latha na Gealaich" already, I propose substituting "Latha na Gréine"
I was obviously a bit inspired by the Germanic names here, but I'm curious to see what everyone else's thoughts are! I came up with these off the top of my head, so I make no guarantees about their appropriateness or linguistic accuracy (I'm a Gaelic learner, not a fluent speaker).
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grailfinders · 2 months
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Grailfinders #336: Manannan mac Lir (Bazett)
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happy valentines day! I hope y’all are enjoying your new year’s ships and a waifus, and… uh… whatever else alloromantic people get up to. I’ll be enjoying the cheap chocolate on the fifteenth. today on Grailfinders we’re building Manannan mac Lir, but they’re mostly just Bazett again.
we’re mixing up this build a bit- she’s still a Monk, but an Astral Self monk this time. the Death portion of the build is taken over by her Cleric half this time.
check out her build below the cut, or her character sheet over here!
next up: Infinitiger, R.I.P.
Ancestry & Background
Bazett’s literally a Human, no getting around that. with variant rules, you get +1 Constitution and +1 Wisdom, as well as proficiency in Arcana because you are a mage, and the Mage Slayer feat because killing mages is kind of your job. with this feat, you can slap people who cast spells within 5’ of you, and your attacks force disadvantage on anyone who needs to maintain concentration. on top of all that, you get advantage on saves against spells cast by people within 5’ of you. so, slam your hand into the wall to keep that wizard from escaping and kiss them beat them up. what. I’m not being weird you’re being weird.
speaking of weird, your background! there’s a spell I want that we could only get otherwise through convoluted class nonsense, so you’re a Gruul Anarch for your background. they don’t like magic either, and I gave the Mesopotamian gods Ravnican backgrounds, so I guess this is still consistent? you get Animal Handling and Athletics proficiency for free, plus an extended spell list to prepare from. when you learn spells you can pick between Compelled Duel, Speak with Animals, and Thunderwave at level 1, Beast Sense and Shatter at level 2, Conjure Animals and Conjure Barrage at level three, Dominate Beast and Stoneskin at level 4, and Destructive Wave at level five. we’re only really here for conjure animals, which I’ll explain when we can cast it, but anything that breaks stuff or makes you harder to break is a good pick too. don’t worry about coloring inside the lines too much, we can’t afford to send out Enforcers.
Ability Scores
your highest score should be Wisdom, that’s how you hunt down mages, summon weapons, use spells, and avoid dying. it’s a good skill, you should be good at it. after that is Dexterity. you can’t summon your weapons right away, so being good at regular punching is a good idea too. third is Constitution. you don’t die easy, a good trait for any PC to have. I wish we could make your Strength higher, but it’s still positive, and we can cover that with wisdom later. that means your Intelligence is also lower than I’d like, I assume you have to be clever to fight mages, but honestly the power scaling in this universe is pretty inconsistent, so who knows. that means we’re dumping Charisma. you just don’t plain get along with other people. thank goodness you’re not a paladin.
Class Levels
1. Monk 1: we’re starting off as a monk so you can fight in a suit, dress, or whatever the fuck that second outfit is. that’s because you have Unarmored Defense, adding your Wisdom modifier to your AC for some extra protection. everyone should have extra protection on valentines day, unless you want little bazletts toddling around in a year or so.
you also learn how to beat people to death with your bare hands thanks to your Martial Arts. when attacking unarmed or with a monk weapon (simple weapons and/or shortswords) you can use your dexterity for the attack and damage rolls, always deal at least a d4 (or more as you level up) in damage, and you can make an unarmed attack as a bonus action! you can bring all the fancy toys you want, but sometimes you just have to get your hands dirty. make sure to trim those fingernails.
starting as a monk also gives you a bonus to Strength and Dexterity saves, as well as History and Stealth. you fight servants a surprising amount for a human, and you need to fight those servants with your bare hands.
2. Monk 2: second level monks gain Ki equal to their monk level each short rest, which you can spend to dash, disengage, dodge, or attack twice as a bonus action. you can also make a Dedicated Weapon as part of your short rest, turning a non-monk weapon you’re proficient in into a monk weapon for the rest of the day. right now this does nothing, but your cleric subclass gives you proficiency with all weapons, so if you’re hankering for more weaponry it’ll be along shortly.
you also get Unarmored Movement this level, increasing your speed as you level up. your fists aren’t ranged weapons, so you’ll need a gap closer.
3. Monk 3: third level monks can Deflect Missiles as a reaction, reducing damage from a ranged attack and giving you a chance to throw it back if you spend a ki point. it’s not quite fragarach, but it’s a good point to start.
you also start getting in tune with Manannan, and unlock your Astral Self. at level three this grants you the Arms of the Astral Self. spend a ki point and your bonus action, and boom, magic weapons floating around you. when you enter this mode all creatures near you need to make a dex save or take force damage, and then it lasts for a whopping ten minutes, no concentration required. now you can use Wisdom to make attacks, using your new arms to make unarmed strikes. you get increased range with these, and they deal force damage instead of the usual kind. you can choose your arms’ appearance, so they can be literal arms or any kind of weapon you want. of course, if you want a “real” ranged weapon you can always stock up on throwing knives.
4. Cleric 1: now that we have your basic weapons and ascension gear down, we need a horse. yes this is important. as a Death cleric you start off as a Reaper, giving you a bonus necromancy cantrip like Toll the Dead to really beat the hell out of children, or anyone else who gets in your way. if the target fails a wisdom save, the take a moderate amount of necrotic damage, with the damage die growing if they’re not at full health. you can also hit two creatures with it instead of one if they’re next to each other. you’ve got two hands, after all.
you also learn how to cast and prepare spells using your Wisdom this level! since you can pick and choose every day, don’t stress too much about getting the perfect spell list down. that being said, you get Guidance and Resistance for cantrips to be better than most mages, as well as Light for a little holy background.
at level one you get False Life and Ray of Sickness for free, but I’d pay more attention to Thunderwave from your Gruul spell list, as well as Inflict Wounds for a major suckerpunch and Detect Magic to make fighting mages a lot easier.
5. Cleric 2: second level clerics can Channel Divinity once per short rest in two ways. all clerics can Turn Undead to make skeletons run away on a failed wisdom save, but you also get a Touch of Death, adding a bit of necrotic damage to a creature when you hit them with a melee attack. thankfully, both your astral arms and regular arms count as melee attacks. but not melee weapon attacks, which is why we didn’t go paladin.
6. Cleric 3: third level clerics get second level spells this level, you get Blindness/Deafness and Ray of Enfeeblement for free, but I’d like to draw your attention to the Gruul spell Shatter. punching through walls is usually hard, but not for you. you can use Protection from Poison for some debuff resistance, or you could summon a Spiritual Weapon if you’re still miffed you’re not technically summoning swords most of the time.
7. Cleric 4: fourth level clerics get their first Ability Score Improvement, and it’s also your first ASI. sorry it took so long to get your Wisdom higher; we needed a good base to build on first. now your wisdom helps you out in every conceivable way, so I hope it was worth the wait.
you also learn the Thaumaturgy cantrip this level- you’re part god, you might as well sound like it.
8. Cleric 5: fifth level clerics can Destroy Undead when they’re turned if they’re CR ½ or lower. you also get third level spells, so if you want chocolate skeletons of your own, Animate Dead can help out there. you also get Vampiric Touch for free, but again we’re here for the Gruul spell Conjure Animals. you need a horse, and it was this or going paladin for find steed. on the plus side with this spell you’ll get plenty of replacements for when your horse is inevitably shot out from under you. you can also use Dispel Magic and Remove Curse for some retroactive debuff immunity, and Protection from Energy to kind of counter magic.
9. Cleric 6: okay, we’re done with walls of text each level for a bit. at sixth level you can channel divinity twice a short rest, and your Inescapable Destruction sounds cool but just means your spells and CDs ignore resistance to necrotic damage, so that touch deals a near-guaranteed 17 bonus damage now.
10. Monk 4: fourth level monks also get an ASI for more Dexterity for those times you run out of arms and spells, as well as Slow Fall to counter gravity as well. you can also spend 2 ki and an action for some Quickened Healing, taking a breather to keep up your fighting spirit. It’s Second Wind, but worse!
11. Monk 5: fifth level monks get an Extra Attack each action for up to four fisticuffs a turn. you can also turn any one of those into a Stunning Strike, spending ki to force a Constitution save on someone you hit. if they fail, they can’t do much of anything for a round, and melee attackers get advantage to slug ‘em again. finally, you can also spend ki on Focused Aim to nail a jumpier target, turning ki into attack bonus.
12. Monk 6: sixth level monks have Ki-Empowered Strikes, so your unarmed attacks are all magical now! you could’ve gotten around those sorts of defenses with your mind fists already, but a free alternative is never a bad idea. speaking of those arms, you can either spend a bonus action or combo together with your Arms of the Astral Self to summon a Visage of the Astral Self for 1 ki point. while masked up, you see in all kinds of darkness for 120’ and have advantage on Insight and Intimidation checks. your charisma’s bad, but seeing someone punch a car and keep going will put the fear of god in anybody. on top of that, you can mute your voice so only one person can hear you, or amplify it so everything in a 600’ radius can. beating mages to death tends to be either very loud, or very quiet. now you have options for both.
13. Monk 7: Seventh level monks can counter fireballs with ease thanks to Evasion blocking half the damage of failed dexterity saves and all the damage of successes. you also get Stillness of the Mind which shuts down effects charming or frightening you as an action. hooray for more debuff immunity!
14. Monk 8: of course an ounce of prevention equals a pound of cure, so let’s max out that Wisdom this ASI for stronger saves, attacks, spells, and stuns. wisdom: it’s what’s for dinner!
15. Monk 9: ninth level monks get Unarmored Movement Improvement. now you can run up walls and over water, though you’ll fall down if you end your turn off solid ground. is it really an anime fistfight if you haven’twalked on a wall at least once?
16. Monk 10: at level ten, monks have a Purity of Body that makes you 100% immune to disease and poison. given how much chocolate the average master has to eat every year, you’re going to need that.
17. Monk 11: eleventh level astral monks get the real fun stuff when you start making the Body of the Astral Self. it’s a free bonus you can put on if you’ve summoned up both your arms and face. with this you can counter magical attacks better with Deflect Energy, using your reaction to reduce incoming elemental damage. of course your counter attack also uses your reaction, but you can’t counter something if you’re not alive to do so, so it’s kind of a moot point by then.
the real reason this level’s great for counter attacks is your Empowered Arms. once per turn, you deal an extra die of damage when you hit someone with an arm. an astral arm. your regular arms are nice but they’re not magic. probably. I mean they are magic bc of the ki-empowered strikes, but- yknow what? this is getting too confusing, next level!
18. Cleric 7: whew, now we can talk about something simple, like… fourth level spells! you get Blight and Death Ward for free, but I’m more interested in the gruul spell Stoneskin. it gives resistance to nonmagical physical damage! that doesn’t sound so great, but when you punch through one too many support pillars you’ll be happy to have it. Locate Creature is also a great spell to hunt down whatever your mark of the day is.
19. Cleric 8: you get one last ASI, so bump up that Constitution for extra health. it’s retroactive, so that’s 19 bonus HP! your fight plan is to deliberately get hit with someone’s strongest attack- trust me, you need that health. also, Destroy Undead works on CR 1 creatures, and once a turn you can make a Divine Strike, adding 1d8 necrotic damage to the target of a weapon attack once a turn. remember, your unarmed attacks are both melee attacks (so they work with Touch of Death), and weapon attacks (so they work with Divine Strike), but not melee weapon attacks (so they don’t work with Divine Smite). this is all completely reasonable.
20. Cleric 9: ninth level clerics get fifth level spell. I hate to be repetitive, but once again your freebies Antilife Shell and Cloudkill aren’t really what we’re after. That being said you do get Destructive Wave for a big stompy AoE attack, as well as Holy Weapon if you’re really itching for a shiny white sword. whatever weapon you touch deals extra radiant damage, and it can explode if you end the spell early. you could also use something like Dispel Good and Evil to knock a servant back to the throne early, if you wish.
Pros & Cons:
Pros:
as mentioned in Cursed Arm’s build, monks have great mobility, and being able to use that mobility without ever having to enter an enemy’s melee range is a huge bonus to a monk’s survivability. you got long arms, basically, and with those and your speed boosts, you can deal all the damage you want while staying pretty safely out of the range of most monsters.
if you really want to fight at long range, you have access to one of the best spell lists in the game, only made better by the additions from your background. I know we didn’t touch on many spells in this build, but that just means you have even more wiggle room to work with when you prepare each day.
for once, we have a build that isn’t Multi-Ability Dependent! I know that’s not much to say, but monk builds usually tend to be a bit messier than the others. being able to hard-focus on wisdom makes your whole experience a lot smoother.  also I didn’t have anywhere else to put it, but you deal a lot of damage in a single hit, which is unusual for a monk. this, plus your usual monkly number of attacks, means even the most nimble of enemies only needs to get unlucky once to feel the brunt of your power.
Cons:
you have a lot of resources to keep on top of. two that recharge on short rests, and one that recharges on long rests. add in the flexibility of ki, spells, and divine channeling, and you’re bound to get a headache from all that thinking.
of course there’s a good chance you won’t even be able to use most of that if you spend your time trying to counterattack like you’re supposed to be able to. we still never really found a better option than simply holding your action, and that sucks! it eats up most of your turn on the off chance someone else does something cool. you’re the PC! you should be the one doing cool stuff!
we took a whole background just for a horse. it’s not even a special horse. just flavor something else as a horse and pick a more fitting background, it’s really not worth it. cleric already has damage spells and protection spells up the wazoo, the Gruul spells mostly add flavor tbh. they don’t hurt, but you won’t be using these horses in a fight, and outside of a fight you can just buy some.
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𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝
Let’s talk about working with the Water Element; divination, magical waters, workings and cultivating a relationship with it and its spirits.
🎶Sharing my experiences and thoughts, don’t rely on just this make your own experiences and thoughts.🎶
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How do I grow my relationship with Water itself?
Begin opening yourself up to it more and incorporating it into your daily life. When I began building my relationship with it this is what I did:
To be done over a months period
Washed my hands & face with cold water when waking up and letting them air dry as much as possible.
Brushing out my hair and braiding it, picturing my hair flowing like a river with every movement of my fingers.
Beginning my day by intentionally drinking a glass of water, sitting down to really appreciate it and how it aides your body. I like cold water because you can easier feel it flow through you, I also like charging it beforehand.
Visit as many water sources as possible during this period. I am lucky enough to live by the pacific ocean and I would go and swim in it everyday to cultivate my relationship. However, if that is inaccessible for you there’s options such as sitting by a public pool, taking a bath, standing in the rain, eating your lunch by a river, etc.
While you’re spending time with water just talk to it. Tell it stories, sing it songs, ask it questions, water is living and it longs for a connection.
Record your progress throughout the month either in written journal entries, scrapbooking, or digital trackers. Just have a way for you to look back at how you’ve changed during this period.
𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝
Examples of Magic that can include water:
research topics
Magical or Blessed Waters
Baneful Folk Workings
Release / Banishing Spells
Water Plant Workings
Elemental Spirit Magic
Death Work
Charged Sprays
Travel Magic
Weather / Storm Magic
Meditation
Shell Magic (like crystal magic)
Hydromancy
Carromancy (wax in water)
Magical Baths / Showers
Glamour Magic
And Much More...
𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝
What can I benefit from working with water?
Regardless on where you are from, what path of life you are following or anything else we are connected by our need for water. It is not only our connection to other humans but our connection to the natural world as well. It makes up 3/4 of our planet and 60% of your body. You can get a better understanding of yourself just by going back to that fundamental need to sustain yourself with water as a life-force. The element itself is well known to be a very introspective force and most spirits representing or associated are similar (spg). When you are inviting it into your home you are inviting that connection and energy in too.
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Water takes life without discrimination, just as it gives life. Working within that provides a confidence and at least in my experience a sense of balance within ones self. If you are feeling like you are being tossed by the path of life, as if you are a lone ship at a storming sea, this might be your sign to stop fighting the current and start moving with it. If you can make the waves move at your asking then what is there to stop you.
𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝
Hydromancy
hy·dro·man·cy /ˈhīdrəˌmansē/
noun
divination by means of signs derived from the appearance of water and its movement.
Some argue this is the first form of scrying Hydromancy is a very useful tool. It can be done with natural bodies of water, or things like tubs, cups and bowls. It can be frustrating to begin so this is how I would begin if I were you: (works better with an established connection to water)
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Go somewhere quiet and still, I prefer outside at night but do what is safe and comfortable for you.
Prepare your space and yourself however you normally would set the tone for a divination reading. Some choose to say a blessing prayer, drink a divination tea blend, or anoint themselves with particular salve or oil. I will usually ritually prepare myself (let me know if you want me to go more into this).
In a shallow dark colored bowl (or scrying bowl), pour your preferred water of choice. I usually go with waning moon water.
Relax and begin to gaze into the water. Let yourself open up to messages. Sometimes it comes as scenes of images, or a shape or even words that can come through.
Write down anything you receive to interpret later on.
If you are struggling try this ritual but use the light of a candle or the moon to interpret those shapes. Or meditate with the bowl and pour it out onto the ground and scry the shape it leaves behind.
𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝 𓆟𓆝 𓆟 𓆞 𓆝
Magical Associations
✦ Death & Life ✦ Duality ✦ Change ✦ Rage ✦ Grief ✦ Peace ✦ Creation ✦ The Moon ✦ Ice ✦ Emotions ✦ Mental Health ✦ Cleansing / Purification ✦ Storms ✦ Distaster ✦ Dreams ✦ Cancer / Scorpio / Pisces ✦ Psychic Abilities ✦ Shape-shifters ✦ Travel ✦ Corrosion
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Irish Divine Beings Associated
✦ Brigid (keening mother & keeper of the sacred well) ✦ Boann (river personification) ✦ Aengus (The Young Son) ✦ Lir (sea personification) ✦ Manannán mac Lir (son of the sea)
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catdraiochta · 3 months
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manannán mac lir altar update! there's a cat in the house now, so I had to rearrange the whole shelf, including moving my altar our of her little paw's reach.
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- Team JOSH: Enter Owen! -
Little update for you guys. This post officially welcomes Owen The Twiggmun into the MTCR universe. An official profile will be out eventually but here is your main team now.
For now, a brief history. Owen is pseudo creature. He was created from a botched experiment to use Omnibeast Compound for a new element. Since his creation, Owen was isolated and kept away from the world for years until one night, Sadie mac Lir and Hector Dagger infiltrated the base and stole Owen away.
Since then, Owen has become the team's tanker. Capable of taking lots of hits and land them back in situations. He also welcomed Jamie Robyn a little later when the trio was outmatched in a certain incident. From an out of story view, Owen is the "archetype pet" he is generally non-verbal and more action based.
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As a product of the Omnibeast Compound, Owen has the adaptable ability of said compound which allows him to change between abilities found in The STAB System. (Stan, Tide, Ange and Bolt)
Owen can also be seen wearing a variety of suits build for his unique abilities, each with custom shells. There will be more to come of Owen in the future with different shells and suits but for now,
Owen is in!
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caw4brandon · 4 months
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- Happy New Year 2024! -
2023 is coming to an end and with that, another new year has begun! Its been a fun one this year. I've gained some friends, lost some as well but I am ready to refocus and restart.
A part of me wished that I did more to show my progress but I am proud of my progress nonetheless. There will be more of the trio (Sadie, Jamie, Hector) more of Anis, more of Vox and more whacky creatures to the roster in 2024.
On a personal note, Thank you to all for sticking around and seeing this progress through. Your support has been a blessing no matter the size. From the bottom of my heart, Thank you. To the newbies, welcome to the Caw! I hope you enjoy your stay.
Things will be changing a little here but some things will stay the same with a fresher pair of eyes. Please enjoy this image of a new Salkite and see you at 2024!
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