#⤁CYNICISM-;; SPIRIT OF GNOME
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Disabilities of my canon original Asian Pasifika and Afro Latine Native demigod and alien hybrid superhero main character
Disabilities:
Autistic as someone with autism
Kanai Makoa Latu/Attahua Kamalani Latu is a recovering addict and alcoholic They used to use alien and magical drugs and alcohol as a metahuman and superhuman to deal with abuse and trauma. He/she/they is a former alcoholic who drank magical alcohol meant for demigods, gods/goddesses, & titans. He/she/they used magical drugs meant for magical spellcasters. They used magical alcohol meant for magical humanoids such as fae elves, dwarves, gnomes, goblinoids, & giantkin. He/she/they drank Spirit, Myth, & Devil’s Tongue. He/she/they were a former addict who used alien drugs meant for metahumans and superhumans. He/she/they used drugs meant for cyborgs and bionics. He/she/they used drugs meant for alien hybrids and aliens. He/she/they were addicted to Blaze, Nitro, Supernova, Nightfall, Burnout, & Light Speed.
Neurodivergent:
ADD or attention deficit disorder, ADHD or attention hyperactive disorder, OCD or obsessive-compulsive disorder, & hyperlexia.
Disfigurement:
He/she/they are physically disabled as someone because he/she/they were disfigured in combat during war.
Disfigured by a hard-light sword wielded by a female alien super soldier who fought for the Earth Space Military
Later had their right arm replaced with a bionic and cybernetic prosthetic arm
Later had his/her/their left eye replaced with a cybernetic and bionic prosthetic eye.
He/she/they have a hard light and plasma burn scar from the top of his/her/their eyebrow to the bottom of his/her/their cheek.
Hypersexual as a result of the trauma being a survivor of rape, abuse, assault, & domestic violence at the hands of three abusive exes who were their ex fiances. Want to reclaim autonomy so they have sex on their own terms.
Mental Illnesses:
Depression, anxiety, panic attacks, schizophrenia, DID or dissociative identity disorder, & PTSD or post-traumatic stress disorder.
As a result of abuse and trauma
Main System: As someone with DID and Schizophrenia
Kana’i Makoa Latu/Ataahua Kamalani Latu
Plural Systems:
Goes by an Alien name: Zana Saani.
Decisive, charismatic, disobedient, cruel, provocative, open minded, flirtatious, driven,
Goes by demigod and later god/goddess name Kalani.
Upright, hero syndrome, honorable, driven, leader, good listener, misguided, attention seeker, eloquent, selfless, elegant.
Goes by an English name: Alexander Mack “Alex” Smith/Alexandria Macy “Lexi” Smith.
Generous, Impulsive, focused, procrastinator, intelligent, vindictive, boastful, sweet, loud, dutiful, rash, punctual, vain, tolerant, popular, lazy, social, immature, crass, realistic, & bossy
Goes by his/her/their Polynesian name: Kana’i Makoa Latu/Ataahua Kamalani Latu.
Humorous, stable, demanding, peaceful, nosy, flexible, compassionate, articulate, cultured, reckless, warm, patient, elegant, observant, pretentious, selfless
Goes by his/her/their Asian name: Ryuu Kato/Haruka Kato or Guang/Biyu Wei.
Comical, obnoxious, affectionate, sore winner, excited, prankster, primadonna, upbeat, warm, easy going, extroverted, overprotective, caring, charismatic, naive, picky, honest, trustful, hopeful, chaotic, & friendly.
Goes by his/her/their Afro Latine name: Francisco Alejandro Diego Garcia Ochoa/Francisca Alejandra Maria Garcia Ochoa.
Jaded, charitable, cynical, sarcastic, earnest, cold, disciplined, serious, modest, calculating, vulnerable, quiet, benevolent, reclusive, forgiving, suspicious, cooperative, humorless, introverted, apathetic, helpful, indifferent, resourceful, paranoid, respectful, & stoic.
Bionic and Cybernetic Arm:
Automotive Armored Prosthetic Cybernetic Bionic Arm. They have an automotive armored prosthetic bionic and cybernetic right arm. He/she/they are physically disabled as someone because he/she/they were disfigured in combat during war. He/she/they were disfigured by an alien super soldier of the Terran Empire. At some point in the past he/she/they have lost use and function to a part of himself/herself/themselves. But through study of the sciences and the help of those who have already done so he/she/they have replaced it with an advanced high-end prosthetic bionic cybernetic replacement. It is a prosthesis that replaces a missing extremity such as an arm or leg. The type of limb used is determined by the extent of amputation or loss of the missing extremity and the location of the missing extremity. Artificial limbs are needed for a variety of reasons where a body part is either missing from the body or a body part is too damaged to be repaired. It was built for them by an engineer, an inventor, & mechanic. It was installed on their body through a team of highly trained surgeons and doctors. Having artificial prosthetic limbs comes with a number of complications. Some of which are minor inconveniences while others can be dangerous if ignored. Due to the constant risk of damage and mechanical failures the mechanical prosthetics require daily maintenance and repair. It is maintained and repaired regularly by a team of mechanics and surgeons. The automotive armored prosthetic bionic prosthetic arm is highly upgradable and highly customizable. The prosthetic is linked directly to the nervous system taking electrical pulses from nerves to regulate the many electrical motors and actuators inside the prosthetic bionic arm. It can be moved at will like a natural appendage. This augment functions as if it were the normal body part. These constructs are designed to replace lost limbs if magical healing is not available or if the user desires to have an improved replacement. The automotive mechanized bionic prosthetic arm has electrical motors, gears, & springs. The bionic arm is made with a full skeletal titanium frame with steel armor plating to protect the wires and intricate machinery inside. The automotive armored prosthetic bionic arm moves using synthetic muscles and fibers. It is a fully articulated prosthetic arm with multiple moving parts capable of manipulating even weapons. Once the prosthetic is attuned to its user it will behave and act as the limb it replaces. It moves according to conscious and unconscious thoughts and commands from its user. This was a prosthetic intended to replace lost limbs and damaged organs. This advanced prosthetic replaced and enhanced the lost limb. The prosthetic bionic arm was painted to look like their real biological arm. First perfected by humans and alien humanoids the armored automotive prosthetic bionic arms arms are now built by several master inventors and engineers. The bionic arm provides an almost perfect semblance of full functionality but is quite expensive. The recovery time it took for the user to recover from the automotive armored prosthetic bionic arm after doctors and surgeons installed on their body took three months. It does not require an external energy source. It has a built-in battery. The automotive armored prosthetic bionic arm is electrical and fusion powered. The automotive armored prosthetic arm is also a cyberware enhanced bionic arm. This prosthetic bionic arm is made of steel, gold, silver, electrum, nickel, brass, titanium, platinum, & copper for durability. However, contemporary technological advancements have allowed certain automotive armored prosthetic bionic limbs to be composed of other materials as to be less cumbersome and more durable than steel in abnormal conditions. This prosthetic bionic arm is also made with a weave of chrome, fiberglass, aluminum, & carbon fiber for flexibility. Like wearers of normal prosthetics these users are subject to various aches and pains resulting from drastic changes in barometric pressure. However another drawback to full steel limbs are the adverse effects which occur in extreme conditions such as heat and cold. In extremely high temperatures the metals which conduct and retain heat induce great deals of discomfort to the user. Who must remain with a heated metal object grafted to the skin. In extremely cold temperatures the cold conducting metals cause standard oils to cease functioning as well as expedite frostbite damage to the connecting tissue. This means that the bionic arm is also made of lighter more expensive alloys that is resistant to extreme temperature changes so the armored automotive prosthetic bionic arm no longer suffers the ill effects of certain extreme heat and extreme cold environments. This is a high quality prosthetic bionic replacement that is made to look life-like (at least at first glance). This artificial prosthetic limb is much less bulky than its counterparts. Since its frame more closely follows the contours of an organic biological limb. The exterior and interior of its chassis is lined with precious gemstones, crystals, metals, and complex alien engravings. Engraved with intricate decorations and animated with holograms. A powerful sensor provides full sensory feedback to its user allowing all sorts of tasks to be accomplished with the limb. It was upgraded with large glowing red, blue, green, gold, silver, & violet bold alien crystals. The bionic arm comes with a built-in sonar to detect nearby enemies and allies. Some of the more creative and talented prosthetics inventors, & engineers have been known to include all sorts of devices in prosthetic limbs. Some ranging from helpful tools to dangerous weapons. Including some with questionable legality. Some intrepid amputees have even been known to tinker with their limbs on their own time. However you go about it, modifying an artificial limb requires great expertise and tends to be costly. The prosthetic bionic arm was later weaponized and upgraded with human and alien metals for combat situations as a military grade augmentation. This makes the prosthetic arm built with a lot of durability and so would not break easily even with high output performances in combat. Based on the technology used to construct a robot, power armor, or an exosuit using alien metal and human metal is shaped into a single limb. These constructs are designed to replace lost limbs if the user desires to have an improved replacement. Once the prosthetic is attuned to its user it will behave and act as the limb it replaces. According to conscious and unconscious commands from its user. These limbs are of a stronger and lighter design. Designed to serve another function in addition to their use as a limb. Usually these limbs have a hidden compartment, concealed weapon or a set of tools. Such as a hard light arm blade and a plasma cannon. These additional functions can be used at will. These limbs are designed to shift, adjust and grow. Prostheses made of alien alloy can grow organically and form so many things if reasonable. Metal limbs can shift to form whatever other form the host can imagine, but cannot gain or lose mass. While deactivated, these limbs seem to be little more than simple alien and human metal plates, but once attached and active these limbs appear as masses of energy forming whatever shape their host imagines.
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Prompt: Generate a movie concept for a paranormal comedy about a possessed piece of cutlery.
Title: Sporklore
Tagline: A side-splitting adventure where the only thing sharper than the knives are the jokes.
Logline: When a clumsy caterer named Millie accidentally inherits a possessed spork, her life becomes a chaotic whirlwind of ghostly pranks, kitchen appliance uprisings, and culinary catastrophes. Now, she must team up with the mischievous spirit trapped within and a skeptical ghost hunter to break the curse and prevent a full-blown kitchen appliance apocalypse.
Characters:
Millie "Butterfingers" Butterman: A clumsy but kind-hearted caterer with a knack for spilling things and breaking dishes.
Spook: A mischievous, sarcastic ghost trapped within an unassuming spork. He enjoys causing culinary chaos and pranking the living.
Barrett "Buzzkill" Barnes: A cynical ghost hunter with a deadpan sense of humor and a deep distrust of anything paranormal.
Plot:
Millie inherits a box of seemingly ordinary utensils from her eccentric Aunt Gertrude. Among them is a slightly tarnished spork – entirely unremarkable except for its sudden and inexplicable attraction to Millie's pocket. Soon, Millie's life spirals into hilarious disarray. Kitchen appliances rebel – blenders chase her down the kitchen counter, toasters launch slices of bread like projectiles – all seemingly triggered by the spork.
Desperate for help, Millie calls upon Barrett Barnes, a ghost hunter known for his debunking skills. However, when Barrett witnesses a clearly possessed spork levitating a pot of boiling soup, his skepticism crumbles. Together, Millie and Barrett must decipher Spook's cryptic messages and navigate the bizarre world of utensil spirits. They discover that Spook was once a mischievous kitchen gnome cursed into a spork by a vengeful head chef.
Their investigation uncovers a looming threat – the "Great Kitchen Uprising." If the curse remains unbroken by the next full moon, all kitchen appliances will rise up against humanity. Millie, Spook (who starts to appreciate the joys of human companionship), and Barrett embark on a madcap quest to break the curse.
Hilarity ensues as they navigate haunted pantries, face off against a spatula-wielding spatula spirit, and attempt to create a special dish using the spork, the key to breaking the curse.
Themes:
Importance of teamwork despite unlikely pairings
Finding humor in the face of the unknown
Unexpected friendships and the value of second chances
The hidden personality of everyday objects
Humor:
Slapstick comedy involving appliance malfunctions and utensil-related mayhem
Spook's sarcastic one-liners and witty commentary
Millie's clumsiness and constant stream of hilarious mishaps
The clash between Millie's enthusiasm for the paranormal and Barrett's deadpan skepticism
Ending:
Millie, Spook, and Barrett successfully work together to break the curse, saving humanity from the Great Kitchen Uprising. Spook, freed from the spork, might choose to remain as Millie's spectral sous chef, adding a touch of supernatural spice to her catering business.
#ai generated#stupid ideas#shitpost#imaginary movie#google gemini#movie poster#poster#female protagonist#food#ghost stories#ghosts#genre: animated#genre: comedy#sealed evil
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Wooden Overcoats: S2 Ep1 - The Ghost of Piffling Vale
“Where were we?”
“Sorry about that.”
“And this is the front of house, where we meet and greet our clients.”
“Yes, I know, I live here.”
“At any moment, a grieving widow could stagger through that door and make our day immeasurably better.”
“You keep telling me things I already know.”
“Unless the client cancels, we haven’t got time to waste.”
“People trust traditions.”
“Say it with me!”
“Ha! Made you say it!”
“I will destroy you.”
“Now that you’ve met and killed your first client, how do you think it’s all going?”
“Can it wait? I’m learning Catalan.”
“They’ve cut the water off because we haven’t paid the bill.”
“Another easy job slips through our fingers.”
“Sorry to be a nuisance.”
“My brother/sister would have liked lilies!”
“He/She/They used to sit in the park all day and tease the squirrels with a hazelnut on a bit of string.”
“Life can be so predictable, can’t it?”
“You’re overcome with grief!”
“We have some unfinished business to attend to.”
“If it’s spirit contact you’re after, then I’m your man/woman/person!”
“It’s one of our new services.”
“Far be it for me to be cynical but I don’t think [name] can make contact with the dead.”
“I absolutely respect your beliefs but…”
“You can contact [name]’s dear, departed, bastard brother/sister/sibling?”
“The ghosts won’t like it for a start.”
“If I were a ghost and I had better things to do on a Friday night…”
“It’s showmanship! That’s all it is!”
“This is the weirdest job we’ve ever had. And you’re the weirdest person I know.”
“Who cares if it’s real or not, as long as they/he/she feels better?”
“This is my mortuary!”
“Do you always keep specimens from bodies you’ve worked on?”
“Your nana’s love life has no bearing on my seance.”
“Pass me that old tape player.”
“That was just me being sarcastic!”
“You need to get out more.”
“Leave the whiskey, [name].”
“Open your psychic valves!”
“[Name], why don’t you touch me anymore?”
“You spent how much?”
“What do you need angels for?”
“So the ghosts don’t eat us!”
“Did you listen when I told you you had the wrong batteries in Mr. Toad’s car?”
“If you’d secured him/her/them/it properly, then he/she/they/it wouldn’t have gone flying off into the audience!”
“Do you think we should rescue him/her/them?”
“Should is a strong word.”
“Okay, [name], you’ve got no business prowling around our home. I should report you to the police.”
“We can do this the hard way or the harder way.”
“It literally spells ‘scam’!”
“Ghosts just want to put their spooky feet up and do their spooky crossword.”
“You’d know if I was joking because it’d be funny. And you’d be laughing.”
“We’d accept a substantial bribe.”
“You’re just providing the seance. I’m providing the ghost.”
“Anything could go wrong.”
“I’ve been brushing up on my exorcising exercises.”
“You’ve started sweating very visibly.”
“You look good wrapped in a bedsheet.”
“I’m a ghost, not a vampire!”
“I wanted four stone angels and instead we have some garden gnomes!”
“You still haven’t got yourself a hairbrush.”
“You could say I’m in high spirits!”
“It’s all very Scooby-Doo, isn’t it?”
“You name it and I’ll hum it.”
“Why am I covered in dead mosquitos?”
“Sorry, I get thirsty when I get nervous.”
“Sorry, I left my spectacles with St. Peter.”
“What happened to your teeth? They look… squishy?”
“This is why the details matter!”
“The power of Coke compels you!”
“Look! His/Her/Their face is frothing!”
“Oy, evil spirit, here’s the door.”
“We had a bond that nobody could break.”
“I had you buried in the paisley suit that always made you look fat!”
“What a charming, old ghost! And so handsome, too!”
“I won’t be able to look that woman/man/person in the eye ever again.”
“Do you think that’s what we’ll become?”
“Unless you have a change of heart in the next few decades, I suspect so.”
“I’ve always been a sucker for theatrics.”
“Of course you realize this means war.”
“It is, as they say, on.”
“I certainly look forward to finding out what you mean by that!”
“There must be a chink in his/her/their armor somewhere.”
“I know I have a tasty face, but stop licking me!”
“You can’t write a Sunday Times Bestseller about people just being nice to each other!”
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Guardians of the Elements
Name: Kuhura Agua Kind: Elemerian Element: Water Height: 1,65 m Personality: The reincarnation of Undine. According to Katain, he has his birthday on February 21st 1992. A very cynical person. Exiled out of his village with 7 years for "helping" Darius, who drunk from the "Well of Life", which is said to grand immortality. As an infant he fell into the well. Ever since he is the Host of the Creator of Elements, Hydrogen. After he was exiled, he hurt his hands and forearms, which bear scars. Rather prefers to be alone. Quick to anger. With 17 he was the first to join Katain and Walawai, albeit reluctantly. He is the oldest of the group and often got into fights with Walawai. Later he does opens up and becomes friends with Walawai and the others. He relies on them ever since and sees them as his real family. Has depression and hates his biological family, especially his mother and father. Smiles as good as never. Actually wants to be a nice person but finds it very hard. He is pretty clumsy at times. Later on he becomes blind on his left eye due to an injury. Can't read nor write, but is an excellent cook and a good singer. Later he and Wolohwa have a son together. Abilities: -Phlegmatiker's Serenity (Calls the deepest power of the soul. Sealed feelings awaken the water spirit and stabs the enemy with rapid water tendrils) -Ice Age (Calls the power of the moon. With the aligned stars freezes enemies and self. Shatters every enemy into pieces) -Healing wave (Cleansing water rains down. Heals self and allies)
Name: Wolohwa Aire Kind: Elemerian Element: Air Height: 1,69 m Personality: The reincarnation of Sylph. According to Katain her birthday is February 18th 1993. Actually the princess of the Air Kingdom. She much prefers to learn, than to act like a princess and is the rightful heritage of the throne. Very smart. She uses tactics to make herself stronger, since she isn't the strongest physically. A very serious woman. Met Katain and the others when she was 16. Due to their same goal, she accompanied them. She is the reasonable one in the group. Teams up often with Contry to contrast her physical strength with her deliberated moves. She absolutely loves to read and hear about Elemeria's lore. A very kind and understanding person, but she sometimes comes of as rude due to being silent and serious looking most of the time. Really likes to teach others. Later she has a son with Kuhura. Abilities: -Sanguiniker's Recklessness (Calls the deepest power of the soul. Sealed feelings awaken the air spirit and slices through the enemy with sharp winds. Strongest with earth) - Gamma Lightning (Calls the power of a broken star. A single lightning strikes, damages the ozone and causes catastrophic damage towards enemies and self) - Vacuum (Swift wind appears to reflect enemies attacks)
Name: Contry Tierra Kind: Elemerian Element: Earth Height: 1,70 m Personality: The reincarnation of Gnome. According to Katain she is born May 18th 1993. A mining girl. Looks after her deaf brother to help her mother. Very reliable and kind. Quick to be the first to run to a fight. Very good in martial arts. A laid back woman otherwise. Met Katain and the others when she was 16 and joined them pretty fast. She is very strong and likes to help. Gets along best with Wolohwa and teams up with her a lot. Doesn't mind getting dirty while working. A natural woman. A fan of clothes and dressing up others, especially Kuhura. She is the one who selected their current outfits. Later on has a daughter with Walawai. Abilities: -Melancholiker's Wistfulness (Calls the deepest power of the soul. Sealed feelings awaken the earth spirit and levels the earth to spike the enemy. Strongest with air) - Meteor Strike (Calls the power of the earth. Let’s a comet strike and erodes the enemy) - Herbal Remedy (Usage of herbs to cure status problems)
Name: Walawai Fuego Kind: Elemerian Element: Fire Height: 1,72 m Personality: The reincarnation of Salamander. According to Katain he was born December 7th 1995. The youngest of the group. Lives in a village, which is nearby an active volcano, with mostly old people. Thus he mostly had to go trade in the capital. Very ambitious, kind and energetic. Often argued with Kuhura and once accidentally burned Kuhura's hair. Later he gets along with him and they become friends. They often fight together, too. Very open minded. Yet can be easily angered and become furious. Found Katain, when he was 14, out of pure luck due to looking for help. He cares for his family and friends and would protect them from everyone and everything. Unlike his past self, he learned to use his element very early and mastered it fast. Later has a daughter with Contry. Abilities: -Choleriker's Wrath (Calls the deepest power of the soul. Sealed feelings awaken the fire spirit and erodes the enemy with tongues of fire) - Sun Eruption (Calls the power of the sun. Blazing plasma from the sun burns everything it touches into ash) -Salamander's legacy (Left hand obtains red markings. Creates a scythe in form of a dragon that burns the enemy)
Name: Katain Luz Kind: Elemerian Element: Aether Height: 1,66 m Personality: The reincarnation of Aristotle. Born October 23rd 1994. An Elemerian who was born on Earth. For 15 years she didn't know that she isn't human. A good student. She lives by her grandmother, since her parents travel through the world, due to their jobs. Wants to be an archaeologist like her parents. Came to Elemeria due to Walawai looking for help to defeat the, at that time, dictator Darius. Learned to use and master Aether very late. A very kind and ambitious woman. But can be quite stubborn. She isn't very good in fighting since she lived peacefully on Earth. Uses her staff for range attacks to not get hurt. She is very curios and wants to know a lot, especially about Elemeria. Katain also likes to help as many as she can, which made her follow Walawai in the first place. Teams up with Dark and later has a daughter with him. Abilities: -Staff of Light (Uses the power of the soul of the world to create a staff to use as a weapon) -Gamma Beam (Uses the staff to store the world’s soul. Fires a grand beam at the opponent and makes a barrier to protect self and allies. Causes severe damage) - Light’s Guidance (Protects user and allies for a short time)
Names: Dark Shatta Night, Darkness Night Kind: Elemerians Element: Void Heights: 1,70 m (Dark), 1,68 m (Darkness) Personalities: Twin siblings and children of an earl. Both are 26 years, with Darkness being the older sister. They use the sealed power of Void. According to Katain, both are born on May 22nd 1992. Dark is the reincarnation of Empedocles. When he was a child, the Ender of Flora and Fauna abducted and controlled him. With the help of Katain and the others, he got freed again, with the age of 17. Ever since then he is restrained and withdrawn. Had amnesia for quite a while and could only remember his second name. Much like his past life, he rather uses his weapon than Void itself. He is able to control Void. A quite nice person. Loves to eat and to read. Has a good relationship with his sister, but can barely remember her due to being abducted at an early age. A reliable person who often teams up with Katain. Later on, he and Katain have a daughter. Darkness is the reincarnation of Paracelcus. Ever since her brother got abducted, she looked for him. A kind person, but can become angry and frustrated very fast. Much like her past self, she uses Void itself more than her brother. Due to her element being sealed, she doesn't lose control. Darkness can create ring like weapons with her element. She is led by her emotions more often than not. Had a crush on Kuhura, who didn't return her feelings. Became friends with Walawai after a dispute between the five and her. Cares deeply for her brother and was happy to see him again. Abilities (Dark): -Cut through the Darkness (Uses scythe made of Void to tear through the enemy) -Black Heart (Calls the sealed power of the Void. Black stars rain down the night sky and pierce the enemies. Causes after damage) -Night Sight (Makes tendrils out of void. Keeps user and allies save for a little while)
Abilities (Darkness): -Erode the Land (Controlled destruction with rings made out of Void around self) -Rest in Peace (Makes moon, sun, earth and stars align. Tremendous amount of celestial power gathers into one place and obliterate the enemy) -Winged Finale (Engulfs self with the sealed power of Void to turn into a flying serpent. Increases strength and vitality)
#my art#my oc#element#elements#water#air#earth#fire#aether#quintessence#light#void#darkness#(So finished the next round!)#(The original 'Originals' x3)#(I made them up when I was a child)#(So about the fact that they have a canon birthday and the Makers and Caretakers not)#(It's because Katain knows about the calendar)#(Elemerians count their years (sans the Caretakers because that would be quite a number x3))#(So that's why they have each a date)#(Anyway! For now this is it with the somewhat bios)#(First I would have to draw their children properly)#long post
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Fifth day after the battle
In truth I am too tired to put all that happened today into writing, but if I don't do it now I fear I will forget. Nothing of import happened during the day apart from Forsaken ships appearing on the horizon, one by one until we are now blockaded. Looking at them I find myself wishing I had magic enough to bring them all down in smouldering ruin from the shore.
As evening approached we were to patrol the Blackwald and chase out or kill as many Reservists as we could. Only then the fliers heading to the village (with supplies and bringing some wayward religious Partisan) were attacked by rockets from the forest. As they flew overhead we could all hear the spirits or demons shrieking madly within… In the rockets that is, not the fliers. I do not approve of these weapons (though they seem a fine way to destroy demons as they explode). I and a number of others (the Knight and the runner-man from the tree among them) were dispatched swiftly to destroy or capture the wagon we thought was firing them.
It has been explained to me that the rockets are constructed more or less like gnomish fireworks. Which was then explained to me as metal tubes filled with explosive materials set aflame to create propulsion, with a payload of stronger explosives on board which explode upon impact. But unlike these ‘fireworks’ which fly where they will, at the mercy of human aim and strong wind, the imp rockets have been enchanted with, well, imps. Small demons with just enough capacity to steer a rocket to a target. Should they cooperate. I heard of such things in the Reserve, but never handled any, or knew anyone who handled them.
We found the wagon quickly enough, after having been attacked by a banshee (I can see now why they are so feared. Terrible voices. The first one did not phase me however) and we attacked. The Knight Dawnfield and the stern leader-fellow held the Reservists in worgen form while I went for the wagon. It went well. I was not even shot. Then came more banshees and it was as if the Nether had been wrecked loose upon us. The men screamed and fell right and left, clutching their heads and it was so hard keeping the wagon from sliding back with only me and another pushing (by now I had shifted. I suspect I howled about as loudly as the banshees shrieked but thankfully none made remarks on this beastly behaviour. Must learn better control) but the Doctor arrived and helped us.
Then even more banshees arrived and I knew no more than their demonic song in my head. Pain and fear both at once. Next thing I remember I was pushing myself from the wagon which was suddenly many yards downhill. The banshees were fleeing and a man shouting at me to get back up the hill. The wagon was supposed to be blown up. (I am surprised they did not leave me at it and just blew it up anyway. I can hardly be much of a loss for them. Pleasantly surprised though. Perhaps I am finding a place here) But instead we pushed the wagon back towards Stormglen.
Me and another fellow were sent off to find one of the fliers which had apparently crashed. It was naught but a wreck, the pilot probably exploded into tiny bits of flesh. As we made our return we stumbled upon the mad man-doctor, now even more maddened. He was clawing at his ears and shaking. I tried to soothe him (now thankfully back in proper human shape) and tried most of the tricks I learned back with the Reserve. Speak softly of good places, giving new things to think about. The Doctor Dead arrived and helped me drag the man-doctor back. I think the banshees broke his mind, but he cooperated sluggishly and didn't speak as we walked back. (I would not say his mind would be a great loss. He is as eerie as a Forsaken and is clearly going mad if he isn't already. I recognize the signs. Someone should help him find someone better inside himself, as the Reserve did... I could help. He might crack again but at least he would last longer)
Well inside our options were discussed. A Forsaken division is marching on Stormglen and apparently a helper in Stormwind has been gravely wounded. I did not listen closely but focused on a glass of lovely, warming brandy. Tea and brandy and chocolate cake. For that alone defecting has been worth it. They are familiar flavours somehow. And scents. I wish I could recall the moments they seem familiar from.
In any case... It would seem we will have to flee this village soon. I will make the most of living inside a warm house while I still can. I do not doubt we will be driven away, I just hope I live long enough to leave.
The Elf pilot from the surviving flier has strange and very bright hair.
Afterwards, and after the Doctor Dead (dread more like) had removed shards of glass from the mad man-doctor's thigh, it asked (the Doctor Dead that is) that I and the quartermaster, who is a Gnome with red hair, come with it upstairs because there was work for us. It had already said to me, before this, that it wanted my help with a “speech” for the Reservists, to make them defect for the Partisans, like I did. I found the situation rather... is it cynical or ironic? In any case... Amusing but in a twisted way.
The first piece of work was to amplify its voice so it could hold its speech. I confessed I was afraid I would harm something if I attempted it, but the quartermaster Gnome suggested a spell and also loudspeakers. The other task was to bind spirits or demons to the rockets we retrieved with the wagon, like the Reservists had done.
I really don't want part of this. Spirits I can handle, with instruction, but binding demons will end badly! I know it. I said as much but neither the Doctor Dead or the quartermaster Gnome seemed much impressed. The Doctor Dead also spoke of demonic pacts it had made, and earlier it had some sort of.. seizure. I am more certain than ever that something evil fuels it (I must find better wards than a horseshoe and lump of wood) It also asked for whatever rumors the Reservists have of the Partisans, so I supplied some. It wanted to give his speech right away and quizzed me on more suggestions as we made our way towards the forest (another man followed, dressed in red. Perhaps a friend of the woman who often wears red? ) There the Doctor Dead suggested I also speak to the Reservists so they knew it spoke the truth.
It then gave its speech, a rather good one. I also tried to see how the quartermaster Gnome wove her spell and used her magic. In the speech the Doctor Dead promised Reservists that among the Partisans their memories would remain intact... I have been thinking of this much myself. Even the Cursed ones among the Partisans all remember things like normal. No memories have been lost to them and apparently they do not break as the Reservists do. (I must ask the Knight Dawnfeld about this. He is also Cursed and seems a very honest and decent man.) It all suggests it is the work of the Forsaken that our minds fray so. But how? I don't know how I feel about this. Perhaps it can be reversed, if it is Forsaken work, perhaps it will only deteriorate further. I wish there was another Reservist here who I could talk to. There is no one here I would confide in. Even this paper will burn rather than be read by them.
I also gave a speech. I can't remember what I said, but I think it was all honest. I want the Reservists to join the Partisans. It would mean I could return to my friends. It would mean my friends would not have to fear the Forsaken. It would mean the Partisans have a chance again.
Afterward I retched. The quartermaster gnome warned us the spell would cause nausea. It did. I also think the Doctor Dead complimented me and touched my shoulder. It seems unlikely and I don't know what to make of it. I do think I am more accepted now, though. I hope so.
I can't recall anything else I need to put down except I might be able to get some magical instruction from the quartermaster gnome. If I have the necessary requirements, more or less.
I am tired. I write too much.
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Here are the lists, though a warning that this is 1088 items listed:
Race:
Human
Elf
Dwarf
Gnome
Orc
Dragonborn
Tiefling (Demon Descendent)
Avian (Bird Person)
Centaur
Drow (Dark Elf)
Satyr (Goat People)
Myconid (Mushroom People)
Ent (Tree People)
Lamia (Snake People)
Minotaur
Mer
Warforged
Anubid
Half-Orc
Half-Elf
Owlfolk
Half-Dwarf
Blood Elf
Half-Angel
Shadowborn
Troll
Ogre
Lizardfolk
Fae
Dark Elf
Goblin
Class:
Warrior
Knight
Cavalier
Berserker
Pugilist
Shield-Bearer
Weapon Master
Dragoon
Sentinel
Fencer
Soldier
Samurai
Martial Artist
Monk
Dragon Knight
Dark Knight
Archer
Corsair
Beast Rider
Ronin
Warlord
Herald
Inquisitor
Blade-Singer
Paladin
Marksman
Duelist
Marauder
Raider
Adventurer
Strategist
Diplomat
Templar
Spellsword
Death Knight
Battlemage
Bandit
Gunslinger
Assassin
Ranger
Ninja
Merchant
Bard
Dancer
Arcane Archer
Red Mage
Blue Mage
Cleric
Battle Priest
Cutpurse
Scout
Hunter
Explorer
Beastmaster
Horizon Walker
Strider
Loremaster
Enchanter
Summoner
Psion
Elementalist
Necromancer
Druid
Acolyte
Highwayman
Ballistician
Spy
Poisoner
Trap Master
Dark Delver
Gambler
Mentalist
Tinkerer
Technomancer
Animist
Geomancer
Dreamwalker
Channeler
Sage
Theurge
Warlock
Thief
Infiltrator
Catburglar
Philanderer
Stalker
Chameleon
Trickster
Magician
Shadowmancer
Alchemist
Binder
Conjurer
Illusionlist
Shaman
Seer
Arcanist
Witch
Sorcerer
Wizard
Height:
Shortest
Short
Average
Tall
Tallest
Weight:
Lightest
Light
Average
Heavy
Heaviest
Build:
Scrawniest
Scrawny
Average
Buff
Buffest
Skin Overtone (Melanin / Metal / Feathers / Etc):
Darkest
Dark
Tan
Light
Lightest
Albinic
Melanistic
Skin Undertone:
Blue Tones
Red Tones
Yellow Tones
Alignment:
Lawful Good
Lawful Neutral
Lawful Evil
Neutral Good
True Neutral
Neutral Evil
Chaotic Good
Chaotic Neutral
Chaotic Evil
Hair / Accents:
Black
Brown
Grey
Blonde
White
Blue
Red
Green
Hair Type:
Longest Straight
Long Straight
Medium Straight
Short Straight
Shortest Straight
Longest Wavy
Long Wavy
Medium Wavy
Short Wavy
Shortest Wavy
Longest Curly
Long Curly
Medium Curly
Short Curly
Shortest Curly
Character Trait 1:
Active
Adaptable
Admirable
Adventurous
Agreeable
Alert
Allocentric
Amiable
Anticipative
Appreciative
Articulate
Aspiring
Athletic
Attractive
Balanced
Benevolent
Brilliant
Calm
Capable
Captivating
Caring
Challenging
Charismatic
Charming
Cheerful
Clean
Clear-headed
Clever
Colorful
Companionly
Compassionate
Conciliatory
Confident
Conscientious
Considerate
Contemplative
Cooperative
Courageous
Courteous
Creative
Cultured
Curious
Daring
Debonair
Decent
Decisive
Dedicated
Deep
Dignified
Directed
Disciplined
Discreet
Dramatic
Dutiful
Dynamic
Earnest
Ebullient
Educated
Efficient
Elegant
Eloquent
Empathetic
Energetic
Enthusiastic
Esthetic
Exciting
Extraordinary
Fair
Faithful
Farsighted
Felicific
Firm
Flexible
Focused
Forceful
Forgiving
Forthright
Freethinking
Friendly
Fun-loving
Gallant
Generous
Gentle
Genuine
Good-natured
Gracious
Hardworking
Healthy
Hearty
Helpful
Heroic
High-minded
Honest
Honorable
Humble
Humorous
Idealistic
Imaginative
Impressive
Incisive
Incorruptible
Independent
Individualistic
Innovative
Inoffensive
Insightful
Insouciant
Intelligent
Intuitive
Invulnerable
Kind
Knowledge
Leaderly
Leisurely
Liberal
Logical
Lovable
Loyal
Lyrical
Magnanimous
Many-sided
Mature
Methodical
Meticulous
Moderate
Modest
Multi-leveled
Neat
Nonauthoritarian
Objective
Observant
Open
Optimistic
Orderly
Organized
Original
Painstaking
Passionate
Patient
Patriotic
Peaceful
Perceptive
Perfectionist
Personable
Persuasive
Planful
Playful
Polished
Popular
Practical
Precise
Principled
Profound
Protean
Protective
Providential
Prudent
Punctual
Purposeful
Rational
Realistic
Reflective
Relaxed
Reliable
Resourceful
Respectful
Responsible
Responsive
Reverential
Romantic
Rustic
Sage
Scholarly
Scrupulous
Secure
Selfless
Self-critical
Self-defacing
Self-denying
Self-reliant
Self-sufficient
Sensitive
Sentimental
Seraphic
Serious
Sharing
Shrewd
Simple
Skillful
Sober
Sociable
Solid
Sophisticated
Spontaneous
Sporting
Stable
Steadfast
Steady
Stoic
Strong
Studious
Suave
Subtle
Sweet
Sympathetic
Systematic
Tasteful
Teacherly
Thorough
Tidy
Tolerant
Tractable
Trusting
Uncomplaining
Understanding
Undogmatic
Unfoolable
Upright
Urbane
Venturesome
Vivacious
Warm
Well-bred
Well-read
Well-rounded
Winning
Wise
Witty
Youthful
Character Trait 2:
Abrasive
Abrupt
Agonizing
Aimless
Airy
Aloof
Amoral
Angry
Anxious
Apathetic
Arbitrary
Argumentative
Arrogant
Artificial
Asocial
Assertive
Astigmatic
Barbaric
Bewildered
Bizarre
Bland
Blunt
Boisterous
Brittle
Brutal
Calculating
Callous
Cantankerous
Careless
Cautious
Charmless
Childish
Clumsy
Coarse
Cold
Complacent
Complaintive
Compulsive
Conceited
Condemnatory
Conformist
Confused
Contemptible
Conventional
Cowardly
Crafty
Crass
Critical
Crude
Cruel
Cynical
Decadent
Deceitful
Delicate
Demanding
Dependent
Desperate
Destructive
Devious
Difficult
Dirty
Disconcerting
Discontented
Discouraging
Discourteous
Dishonest
Disloyal
Disobedient
Disorderly
Disorganized
Disputatious
Disrespectful
Disruptive
Dissolute
Dissonant
Distractible
Disturbing
Dogmatic
Domineering
Dull
Easily Discouraged
Egocentric
Enervated
Envious
Erratic
Escapist
Excitable
Expedient
Extravagant
Extreme
Faithless
False
Fanatical
Fanciful
Fatalistic
Fawning
Fearful
Fickle
Fiery
Fixed
Foolish
Forgetful
Fraudulent
Frightening
Frivolous
Gloomy
Graceless
Grand
Greedy
Grim
Gullible
Hateful
Haughty
Hedonistic
Hesitant
Hidebound
High-handed
Hostile
Ignorant
Imitative
Impatient
Impractical
Imprudent
Impulsive
Inconsiderate
Incurious
Indecisive
Indulgent
Inert
Inhibited
Insecure
Insensitive
Insincere
Insulting
Intolerant
Irascible
Irrational
Irresponsible
Irritable
Lazy
Libidinous
Loquacious
Malicious
Mannered
Mannerless
Mawkish
Mealymouthed
Mechanical
Meddlesome
Melancholic
Meretricious
Messy
Miserable
Misguided
Mistaken
Money-minded
Moody
Morbid
Muddle-headed
Naive
Narcissistic
Narrow-minded
Natty
Negativistic
Neglectful
Nihilistic
Obnoxious
Obsessive
Obvious
Odd
Offhand
One-dimensional
One-sided
Opinionated
Opportunistic
Outrageous
Overimaginative
Paranoid
Passive
Pedantic
Perverse
Petty
Pharissical
Phlegmatic
Plodding
Pompous
Possessive
Power-hungry
Prejudiced
Presumptuous
Pretentious
Prim
Procrastinating
Profligate
Provocative
Pugnacious
Puritanical
Quirky
Reactionary
Reactive
Regimental
Regretful
Repentant
Repressed
Resentful
Ridiculous
Rigid
Ritualistic
Rowdy
Ruined
Sadistic
Sanctimonious
Scheming
Scornful
Secretive
Sedentary
Selfish
Self-indulgent
Shallow
Shortsighted
Shy
Silly
Single-minded
Sloppy
Slow
Sly
Small-thinking
Softheaded
Sordid
Steely
Stiff
Strong-willed
Stupid
Submissive
Superficial
Superstitious
Suspicious
Tactless
Tasteless
Tense
Thoughtless
Timid
Transparent
Treacherous
Trendy
Troublesome
Unappreciative
Uncaring
Uncharitable
Unconvincing
Uncooperative
Uncreative
Uncritical
Unctuous
Undisciplined
Unfriendly
Ungrateful
Unhealthy
Unimaginative
Unimpressive
Unpolished
Unprincipled
Unrealistic
Unreflective
Unreliable
Unrestrained
Unself-critical
Unstable
Vacuous
Vague
Venal
Vindictive
Vulnerable
Weak
Weak-willed
Willful
Wishful
Zany
Character Trait 3:
Absentminded
Aggressive
Ambitious
Amusing
Artful
Authoritarian
Big-thinking
Breezy
Businesslike
Busy
Casual
Cerebral
Chummy
Circumspect
Competitive
Complex
Confidential
Conservative
Contradictory
Cute
Deceptive
Determined
Dominating
Dreamy
Driving
Droll
Dry
Earthy
Emotional
Enigmatic
Experimental
Familial
Folksy
Formal
Freewheeling
Frugal
Glamorous
Guileless
High-spirited
Huried
Hypnotic
Impassive
Impersonal
Impressionable
Intense
Invisible
Irreligious
Irreverent
Maternal
Mellow
Modern
Moralistic
Mystical
Neutral
Noncommittal
Noncompetitive
Obedient
Old-fashioned
Ordinary
Outspoken
Paternalistic
Physical
Placid
Political
Predictable
Preoccupied
Private
Progressive
Proud
Pure
Questioning
Quiet
Religious
Reserved
Restrained
Retiring
Sarcastic
Self-conscious
Sensual
Skeptical
Smooth
Soft
Solemn
Solitary
Stern
Stoid
Strict
Stubborn
Stylish
Subjective
Surprising
Soft
Tough
Unaggressive
Unambitious
Unceremonious
Unchanging
Undemanding
Unfathomable
Unhurried
Uninhibited
Unpatriotic
Unpredictable
Unsentimental
Whimsical
Gender:
Woman
Man
Nonbinary
Genderless
Expression:
Masculine
Androgynous
Feminine
Sexuality:
Straight
Gay / Lesbian
Bi
Pan
None
Unspecified
Eye Colour:
Brown
Hazel
Blue
Green
Red
Amber
Golden
Purple
Basic Disorders / Diseases*:
Cancer
Cardiovascular Disorder
Connective Tissue Disease
Digestive Disorder
Endocrine Disorder
Hematological Disorder
Immune System Disorder
Musculoskeletal Disorder
Respiratory Disorder
Skin Disorder
Complex Disorders / Diseases*:
Arthritis
Asthma
Anencephaly
Anophthalmia | Microphthalmia
Anotia | Microtia
Cleft Lip | Cleft Palate
Congenital Heart Defects
Craniosynostosis
Diaphragmatic Hernia
Down Syndrome
Encephalocele
Esophageal Atresia
Gastroschisis
Hypospadias
Microcephaly
Omphalocele
Spina Bifida
Upper and Lower Limb Reduction
Bladder Cancer
Breast Cancer
Cervical Cancer
Colon Cancer
Endrometrial Cancer
Gallbladder Cancer
Gynecologic Cancer
Head | Neck Cancer
Kidney Cancer
Leukemia
Liver Cancer
Lung Cancer
Lymphoma
Melanoma
Myeloma
Oropharyngeal Cancer
Ovarian Cancer
Prostate Cancer
Rectal Cancer
Skin Cancer
Thyroid Cancer
Uterine Cancer
Vaginal Cancer
Chronic Fatigue Syndrome
Type 1 Diabetes
Type 2 Diabetes
Epilepsy
Fetal Alchohol Syndrom
Alchohol Related Neurodevelopmental Disorder
Alchohol Related Birth Defects
Heart Disease
HIV
AIDS
HPV
Chronic Kidney Disease
Meningitis
MRSA
MERS
Physical Disabilities:
Cerebral Palsy
Spina Bifida
Poliomyelitis
Stroke
Head Injury
Spinal Cord Injury
Visual Impairment
Hearing Loss
Blindness
Deafness
Mute
Chronic Illness
Mental Disabilities / Disorders:
Acute Stress Disorder
Adjustment Disorder
Adolescent Antisocial Behavior
Adult Antisocial Behavior
Agoraphobia
Alcohol Dependence
Alcoholic Hallucinosis
Avoidant / Restrictive Food Intake Disorder
Alzheimer's Disease
Amnestic Disorder
Amphetamine Dependence
Anorexia Nervosa
Anterograde Amnesia
Antisocial Personality Disorder
Attention Deficit Disorder
Attention Deficit Hyperactivity Disorder
Autism
Autophagia
Avoidant Personality Disorder
Atelophobia
Asperger Syndrome
Barbiturate Dependence
Benzodiazepine Dependence
Bereavement
Bibliomania
Binge Eating Disorder
Bipolar I Disorder
Bipolar II Disorder
Body Dysmorphic Disorder
Borderline Intellectual Functioning
Borderline Personality Disorder
Brief Psychotic Disorder
Bulimia Nervosa
Caffeine-Induced Anxiety Disorder
Caffeine-Induced Sleep Disorder
Cannabis Dependence
Catatonic
Catatonic Schizophrenia
Circadian Rhythm Sleep Disorder
Claustrophobia
Cocaine Dependence
Cognitive Disorder
Communication Disorder
Conduct Disorder
Cotard Delusion
Cyclothymia
Delirium Tremens
Depersonalization Disorder
Derealization
Dermatillomania
Desynchronosis
Developmental Coordination Disorder
Diogenes Syndrome
Dispareunia
Dissociative Identity Disorder
Dyspraxia
Dyslexia
Dysphoria
EDNOS
Ekbom's Syndrome (Delusional Parasitosis)
Encopresis
Epilepsy
Enuresis
Erotomania
Factitious Disorder
Fregoli Delusion
Ganser Syndrome
Generalized Anxiety Disorder
General Adaptation Syndrome
Hallucinogen-related Disorder
Hallucinogen Persisting Perception Disorder
Histrionic Personality Disorder
Huntington's Disease
Hypochondriasis
Hysteria
Insomnia
Intermittent Explosive Disorder
Kleptomania
Korsakoff's Syndrome
Lacunar Amnesia
Major Depressive Disorder
Maladaptive Daydreaming
Malingering
Manic Episode
Mathematics Disorder
Melancholia
Minor Depressive Disorder
Misophonia
Mood Disorder
Munchausen's Syndrome
Narcissistic Personality Disorder
Narcolepsy
Neurocysticercosis
Neurodevelopmental Disorder
Nicotine Withdrawal
Night Eating Syndrome
Nightmare Disorder
Obsessive-Compulsive Disorder (OCD)
Obsessive-Compulsive Personality Disorder (OCPD)
Oneirophrenia
Opioid Dependence
Opioid-related Disorder
Oppositional Defiant Disorder (ODD)
Orthorexia (ON)
Pain Disorder
Panic Disorder
Paranoid Personality Disorder
Parasomnia
Parkinson's Disease
Pathological Gambling
Persecutory Delusion
Pervasive Developmental Disorder Not Otherwise Specified (PDD-NOS)
Phencyclidine (Or Phencyclidine-Like)-Related Disorder
Phobic Disorder
Pica (Disorder)
Psychosis
Phonological Disorder
Polysubstance-related Disorder
Posttraumatic Stress Disorder (PTSD)
Primary Hypersomnia
Primary Insomnia
Pseudologia Fantastica
Psychogenic Amnesia
Psychotic Disorder
Pyromania
Reactive Attachment Disorder of Infancy or Early Childhood
Recurrent Brief Depression
Relational Disorder
Residual Schizophrenia
Retrograde Amnesia
Rumination Syndrome
Schizoaffective Disorder
Schizoid Personality Disorder
Schizophrenia
Schizophreniform Disorder
Schizotypal Personality Disorder
Seasonal Affective Disorder
Sedative-, Hypnotic-, or Anxiolytic-Related Disorder
Selective Mutism
Separation Anxiety Disorder
Shared Psychotic Disorder
Sleep Disorder
Seasonal Affective Disorder
Sleep terror Disorder
Sleepwalking Disorder
Sleep Paralysis
Social Anxiety Disorder
Social Phobia
Somatization Disorder
Somatoform Disorder
Specific Phobia
Stereotypic Movement Disorder
Stockholm Syndrome
Stuttering
Substance-Related Disorder
Tardive Dyskinesia
Transient Global Amnesia
Transient Tic Disorder
Trichotillomania
Amputations:
Left Leg
Left Arm
Left Eye
Right Leg
Right Arm
Right Eye
Right Ear
Left Ear
Left Foot
Right Foot
Left Hand
Right Hand
Other Diseases:
Viral Pnemonia
Vampirism
Typhus Fever
Typhoid Fever
Syphilis
Scabies
Tuberculosis
Plague
Mycetoma
Meningitis
Melioidosis
Measels
Malaria
Lycanthropy
Influenza
Herpes
Hepatitis
Epidemic Typhus
*Basic as in less specific, Complex as in more specific. **These may not be perfectly categorized or labelled, I'm going off of the CDC website mostly. If you want to roll multiple times, feel free-- if you want to only use some of them, feel free. If any of these need to be removed, relabelled, or recategorized, please message me privately.
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to wake the dead.
They say that mankind has lost it’s favor with the Gods. That they have turned their love and mercy away from humanity, withdrawing due to the corruption that blackens their hearts and minds -- but Prompto is not inclined to believe. Losing, after all, would suggest having it to begin with.
He is of cynics. Born of them, raised by them, and commanded by them. Even with the grace of dawn mankind has not changed. Their ambitions simply shuffled to the backburner, lessons are not learned. What used to be Niflheim splits into seven republics that spend the entirety of their existence at war. It takes a millennia for them to be reunited, for the fighting to cease -- a new Emperor rises to power. Verse Garaile wins wars with technology and brazen, mad tactics and one by one, the seven kingdoms return to one. The plague ravaging the nation does not help matters, nor does the wars the inexperienced Emperors waged with the outside world. There is no prophecy to cure this, no hope, only science and human force of will.
And so upon the throne he researches what those before him left behind.
Prince Bellum Prompto Garaile is the product of a lifetime of research. The dna of the sacred lineage of old Lucis and the oracles of Tenebrae is gathered from ancient bones in secret. The result is infused with the forbidden magic of Niflheim. The culmination of light and dark, married in the form of a boy they hoped would command both. Prince Bellum shows promise immediately, able to commune with the innate magic of the planet, with them monsters of the night, and the dying crystals that power the magic of their nation. The first innate magic user in nearly two millennium, but he holds no candle to the light of the Kings of Lucis.
Still, he is the first summoner. The first one able to form a covenant in eons.
Without the line of the Oracle or the True King to keep the tales alive, they have only legends and myths to go on. Bellum is gifted the ancient trident and sent upon his way at age twenty, alone, as that would be safest. He shifts to his middle name, Prompto, as so many other boys are named after the heroes of the legend. And with only scraps of information to guide him he begins the hunt for something he’s not even sure exists as the world says they do..
He does not find Astrals. All that he finds are spirits born of the light and legends, with such precious little power. Spirits who know nothing of gods and only know to fear the darkness that is once again beginning to encroach on their land. The closest thing he finds to an astral is a beast born from legend of a monsterous wolf that survived Shiva’s touch, and while he forges a pact with it, Fenrir is no god. He is aggressive, stubborn, and capricious - but no god. He can provide no answers, for he was born well after the Gods turned their gaze from the world for the second time. He simply tells the boy that Niflheim has never been home to Gods, he best seek elsewhere.
The sylphs direct him across the sea to Leide, where the gnomes tell him gruffly to Cape Caem. From there, the undines send him all the way back to Lestallum. It is an exhausting journey, made no easier by the sheer amount of effort it takes to traverse the increasingly dangerous nights, and at the end he’s about ready to call it quits. Exhausted, the Prince turns to head for the nearest motel -- but the wind stirs, his attention shifts.
There is a man leaning against the railing. His eyes out on the cavern that supposedly, once housed Titan.
The man is perfectly ordinary looking. No different from so many he’s passed on his travels. But something.. familiar stirs. Prompto stands there awkwardly, debates whether to approach - but that curiosity wins out over common sense. Covered in dirt and soot, he steps forward. The spitting image of a young man who died eons ago.
“Uh... Excuse me, but -- are you, uh,” he falters at once, suddenly realizing he doesn’t know the name of this mysterious man he’s been chasing. He only knew what the spirits had told him, that there was one remaining person who could tell him all he needed to know of the Astrals. “Are you... the astral expert?”
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Variant Aarakocra
#aarakocra#dungeons & dragons#dnd homebrew#dungeons and dragons homebrew#d&d homebrew#homebrew race#my homebrew
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The Proverbs of Ashendōn. gnOme, 2017. ISBN-13: 978-1544126326. 96pp. $6.00.
The litany of a parallel, venomous wisdom, The Proverbs of Ashendōn veer from the broken narrative of their initial occlusion, to the lucidity of theologico-literary madness as a new topography of knowledge. As an inverted deity, “Ashendōn comes bearing gifts.”
“Each page herein has a pair of proverbs, each pair apparently procreating further pairs���further proverbial couplings—unto and until the very last one, which understandably stands as a symbol not only of the whole endeavor (The Proverbs of Ashendōn) but also, and all the more so, of these ‘Proverbs’ as ashen ‘Postverbs’: Postmortem/Post«mot» ‘Proverbs’. The Proverbs of Ashendōn are in hindsight—looking back from their last page (Spolier Alert!)—spelled-out, spilled-forth and spoiled to the point of putrefaction, petrification, and pulverized carbonation: a return to, and/or turn into ash. In the end, to quote Beckett’s Endon (morphic mirror of Beckett’s Murphy) or better yet—worse still—to quote the unnamed/unnameable Endon of Beckett’s Endgame, all that the reader will have seen in proceeding through The Proverbs will have been ashes, naught but ashes. In the end, in Ashendōn, nothing but ash: ashen grey, deathly white; the final symbol uniting the (w)hole is the ‘debased cornucopia’ (Ashendōn’s words) of a fitting funereal urn, ‘symbol of the age’. What appeared to be couplings—procreative pairings—were in fact only the ongoing onanism (‘onanistic…repetitive patterns as a kind of fuel’: an ongoing funereal fire) of one already expired, already post-pyre. … On the last page, Godot-like (Note here, now, that there is no need for Spoiler Alerts, since everything is already spoiled), the sole proverb states at last that ‘Ashendōn is coming’—ya viene Ashendōn—but at this point, in this pointed proverb (this singular one following page after page of pairings), it is evident that everything which could have come has already/onanistically come. All is here/herewith Ashendone.” — Dan Mellamphy
“There is a story of an old wise man who, on a trip to Mount Shasta, wandered into Pluto Cave, a giant lava tube that extends over a mile below ground. He walked deep into the cave, gingerly gliding his fingers against its ashen walls of andesitic lava, his left hand not knowing what his right hand was doing. In a moment of pure perplexity, he soon discovered the small, raised remnants of what felt like braille against his fingers. Upon further inspection, he noticed that they were inverted carvings (like the ones lovers might etch into a tree) from someone writing from the other side of the wall, that is, from inside the ancient rock. The wise man could not read it, so he put his nose up to it and smelled it. It whispered back: ‘205.’ ~ Is that not an odd story? I don’t understand it at all.” — Liesl Ketum, Humbert Divinity School
“The direction of human philosophical development has, for the past thousands of years, mostly been against systems and behaviors that pose an immediate threat to our self-indulgence, both physical and mental. The world from which The Proverbs of Ashendōn arises is a darkly surreal mirror of the world we recognize and live in, in which a fulfillment-seeking human species is snared spider-web like between socialization and total individuation, fastidious materialism and occult speculation, mechanical movement and conscious spirit. In it, humankind is now crossing the dark psychological terrain between every representation of these two poles, taking its writings with it. Ashendōn is the Charon of this crossing. The pages of these Proverbs reverberate with hypomnemata cum anathemata, vague undercurrents, and void-echoed self-suggestions that the current timeline of history is one in which certain eventual discoveries about the human species will reveal some ultimate, true nature or aspect of reality, or some reason or purpose for the existence of everything, an unnamed key to life itself that is given to all humans to understand; but a key that takes the form of a door, to a vast, cryptal librarium of portmanteau coinages and oscillating meanings, of luxuriously worded juxtapositions where the gothic mind and hell-spawned modern thoughts mix, of poetic musings and chaotically pointing typographic arrows. Dually displaying total presence of mind and oracular dementia, The Proverbs of Ashendōn manifests as a backwards/oblivionwards book of hypomnemata, one that implicitly recognizes-slash-solemnizes the protean realities of language, symbols, pictures, and their lost origins in early human history. At the same time, objectivity, cynicism and language all triangulate into words and symbols that are hostilely left to the reader to impart meaning to. All categories, all states of human behavior, sciences, sociolinguistics, events both historic and prehistoric, religions, beliefs, and origins, all are subjects here, as are absence and void. The Proverbs of Ashendōn leaves no stone unshattered.” – oudeís
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Whoa Tess you have a million characters how am I supposed to know any of them?
Some shitty summaries of some of my OCs below the cut. By no means a comprehensive list - I’ll probably keep adding them in the future ‘cause boy howdy there are a bunch of them.
Nija
Tiefling warlock. Current character in @mypotheses‘ Fus Ro Yeah campaign, so while I’ve worked out the bare bones of her story, most of it has yet to come to light. Self-assured but mostly keeps to herself. On a mission, which currently seems to be to Do Angry Magic to anyone who threatens (her) kids or people who can’t defend themselves. Surprised when people look out for her. Team mom and actual mom. Laughs a lot but cynical af re: the world and everyone in it. A huge liar but at least most of her lies so far have synched up with the group’s intentions so it’s all gonna work out until her patron starts asking her to do real shit. She also hasn’t had the chance to use her mask of many faces yet and that’s a crying shame.
Demi
Originally a human mercenary, but most recently reskinned as a goliath monk as a backup D&D character. His story varies a bit depending on the world he’s tossed into, but the constants include a life of crime cut short by a bullet that should have killed him, and the ensuing shift in perspective that leads him to pursue a better life for him and his younger brother, Oleander. Spiritual af but has grievances with organized religion. The kind of person who can stay serene in the face of an apocalypse, which can be somewhat unsettling because he’s also capable of extreme violence without blinking an eye. Powerfully-built, the better to give good hugs and great piggyback rides.
Ollie
Also originally a human, but reskinned as a goliath with his bro. His story also varies depending on the world, but the constants include his struggle growing up with epilepsy and a family that refuses to give him the medical or physical/emotional support he needs. He struggles with his self-esteem and needs a lot of support, but he’s doing his best and with Demi looking out for him he’s gonna do great. Grade A sweetheart, does his best to make everyone around him smile and make sure no one feels excluded or lonely - he knows those feelings well and would do anything to spare someone else from feeling them. 11/10 doing his best.
Mal
Human engineer. Also, murderer. Just wants to be left alone with his wife, but life has other plans for him. Nicknames literally everyone. Can figure out how pretty much anything works by taking a little time with it. Loves to tinker, loves to build things. Works himself to the bone so he doesn’t have to sit alone with his guilty conscience. Makes really good coffee but can’t cook for shit, except for a few meals which include insects. A good chameleon dad. A good dad in general. Liable to adopt ALL the children. Refuses to work for free, but has been known to construct elaborate projects at the whim of an at-risk child for the price of ‘a smile’. Struggles with mental illness but copes... mostly.
Audrey
Human in most iterations, still working on adapting her to a high-fantasy setting but she and Ains will probably both be half-elves. Journalist, doesn’t pull her punches, could accurately be described as “three ounces of whoopass” and doesn’t care who knows it. She came from a physically abusive household, which really only served as a whetstone to her spirit and has left her with a complete intolerance for sitting idly by while vulnerable people are taken advantage of. Although she’s a few years younger than Ainsley, she is fiercely protective of her big sister and took a lot of the brunt of her dad’s anger because she knew that what was happening was wrong and was too stubborn and too angry to let Ainsley get hurt. (I can guarantee you 100% she’s going to be a paladin when she’s adapted like there really are no other options she’s gonna s m i t e those assholes)
Ainsley
Also human in most iterations, but Ains has been through the wringer in terms of genre because I love her a lot. Like Demi and Ollie, the specifics of her story do change depending on the verse, but the constants are her upbringing in a physically abusive household. Ainsley’s always been a lot quieter and more sensitive than her sister, and struggled with the lasting traumas she endured. She studied journalism with her sister, but leaned more toward magazine design, and after school went on to start her own mag with her boyfriend and former classmate. She managed to convince herself that it was the beginnings of the white picket dream for a long time, but the longer she stayed the more it paralleled her life with her father and the more it scared her. I’ve mostly played her from the moment that she discovered she was strong enough to leave the relationship and explored her learning how to exist as someone she never really thought she could be. She’s tough as nails in that she’s allowed herself to stay soft in the face of a lot of reasons to become jaded, and though her path of self-discovery is rough, she’s doing a good job. She loves storytelling, and it’s important to her to help people tell their stories in whatever way she can.
Mouse
SMASHY GNOME BARBARIAN. A tiny ray of sunshine and murder! She was a one-shot character, so her background is only a basic outline, but in summary she has a close connection with the natural world in her tribe’s territory and learned to channel her rage in the defence of her family and her animal friends. She’s besties with Aator, an eagle, and his spirit lends her unnatural strength when she rages. She is illiterate and resents people who lord their bookishness over her, but she’s a fierce friend and defender of her home and the natural world. She is nature’s wrath, and she’ll kick your ass with a brilliant smile the whole time.
Rat
So, fun story, I’ve had two characters named Rat and boy howdy they’re both Adventures but in super duper different ways. Rat in his current iteration is a Fun Time if you enjoy sewers and people who look a little bit like really tall pale skinny zombies. And music. To say that Rat’s grip on reality is tenuous would be an overstatement. He’s completely comfortable in the dark corners of the world, with only the rats and spiders for company. When he does emerge from the shadows, it is only to engage an unsuspecting guest in search of song. Rat lives and breathes for music in all its forms; he hears it in the trickle of water and the squeaks of rats, the whistle of wind and the thudding of heartbeats. He hears it in conventional song as well, and he searches tirelessly for the perfect melody - that miraculous chord that might inspire his Maya to sing again.
Frank
Human coroner. Doing his best. The kind of guy who got bullied a lot because he’s about an inch thick with giant glasses and exactly zero temper. Living with depression for a really long time, but he’s doing better now and he’s got his life kind of under control, he’s content with his job, and he has a wife and he adopted her daughter and! things are good! He loves his family a lot, and he is happy working quietly on the sidelines doing his part to make the world better. Even if it’s only tending to dead bodies and making sure they’re treated respectfully and that their families find as much peace as possible. I may or may not have him rolled up as a necromancer too sshhhh he’s doing his best.
#ocs#I should actually set up that writing sideblog but#until then have some ocs save a life#I really should commission some art so I can have some visual references for the newer folks#but that will come in time
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Chapter 5: The City of Blades
Our intrepid adventurers have so far escaped drow captivity, witnessed the razing of a city by a powerful demon lord, travelled for days through endless caverns, losing and finding friends along the way, and are now sailing towards Gracklstugh, the City of Blades…
In the boat:
The cunning gnome JimJar
The thoughtful wizard Sariel
The brave dwarf scout Eldeth
Your pal Adrik the bard
The kindly cleric Miri
Poor Bree the halfling, lifeless but for her freaky, twitching arm
Stool, shivering in fear and clinging to
Akta, the sensitive but deadly tiefling rogue
Hemeth Ironkeel, a duergar rescued from Sloobludop,
And an empty seat where your fearless dragonborn friend Torinn should be.
Alone on The Darklake
The rescued duergar claimed that Gracklstugh, his people’s city, was 5 days sail away by boat. The group quizzed him cynically about his intentions, his history, and the nature of the city, demanding to know whether he could secure their safety.
Hemeth explained that Gracklstugh is an industrial city, its forges kept alive from the fire of a red dragon called Themberchaud. To the group’s concern, he also mentioned slavery and hard labour in the metalworks.
Most of the city is off-limits to non-duergar, and the city is policed by The Stone Guard, an elite private militia who have pledged to protect the city and its leader, the DeepKing Horgar Steelshadow. Indebeted to you, it seemed all he wanted was to buy you a hearty round of drinks.
Suspicious, but hopeful that they could find some way to the surface, and keen to head in the other direction from the newly awoken demon, the group sailed on.
The boat narrowly avoided rockfalls and dangerous underwater obstacles, thanks to some mysterious but highly effective transmissions from Bree.
Miri used powerful magic to speak directly to her, learning that she was hiding in a forest on another plane of existence, a savage wilderness filled with fiends and monsters that whispered the name Demogorgon. She was able to make out a three-towered fortress in the distance, topped with fanged skulls.
True to form, Akta gave her no advice or reassurance whatsoever, but was satisfied by the idea that Bree could somehow warn the group of possible dangers ahead.
Hemeth Ironkeel…
Four Doomed Dwarves
Working in shifts for 3 days and nights, Adrik’s magical campsites were extremely convenient, providing much needed water and recuperation.
Nevertheless, a senseless attack from a mad aquatic troll was fended off, thanks to JimJar’s fierce don’t-mess-with-me powers, Akta’s blinding shuriken, and a vicious mockery of words from Adrik. Hemeth also threw his javelin into the lake needlessly.
But Hemeth was to prove a worthy comrade on the following day, when he skewered an annoying bat-like stirge that was hassling the boat.
On the fourth day, another boat appeared on the lake. Eldeth was quick to recognise them as her dwarven compatriots, and they were in high spirits! And dwarves they certainly were. Never before had the group seen such dazzling, lustrous red-haired beards flowing from the chins of these four women.
The dwarves explained that they had left their hometown of Gauntlgrym, on a mission from King Bruenor to establish new trade contracts with the cities of the Underdark.
So far, they had been unsuccessful. Eldeth, their scout, had been captured in Velkynvelve. The Duergar merchants of Gracklstugh seemed loopy and had kicked them out - although they had heard of a Dragonborn working there. And now Sloobludop had been destroyed?
They didn’t believe your hallucinations about demons (”they’re just folk takes!”) but intended now to head for Menzoberranzan, the City of Spiders, before eventually returning to the surface via Blingdenstone.
They invited Eldeth to join them, but after some alarming hand-signals from Bree, she was convinced that should she do so, she would never make it back to the surface alive. And after all, she exclaimed, “these brave folk are my kin now!” They wished each other good luck.
An Ominous Arrival
The next morning, Adrik used his powers to confirm that Torinn was indeed somewhere in Gracklstugh. The air became warmer and thicker, and soon the sounds of clanging iron and steel were ringing in the wind.
A large city, set back from the shore, was ahead. On JimJar’s suggestion, the group decided to pretend to be traders from the Zhentarim Clan. The boat was abandoned by a “welcome” pier and the group set out on foot, Akta carrying Bree’s body with Stool’s help.
Approaching a massive bronze gate, six heavily armoured duergar suddenly appeared from behind. A harsh voice hissed from a nearby crossbow slit: “State your names and business!”
Despite some audacious attempts at diplomacy from Miri, Adrik and Hemeth, the guard was not convinced by any of their brazen lies. However, a cryptic message from Bree led JimJar to offer a dagger as a bribe. Despite her lack of discretion - “ooh, isn’t this dagger nice!” - the plan worked and the guard nervously accepted the offer.
“Go to the Darklake Docks and find a duergar named Werz Saltbaron. Give it to him. Tell him that they are gifts for Gorglak. He’ll know. And I will check with Werz at the end of my shift! If it isn’t there, I will have you all arrested.”
He vanished, and Bree confirmed that some duergar have the ability of temporary invisibility.
With a groan of heavy machinery, the inner gates opened and a gust of hot, ash and smoke-filled wind rushed in. Compared to the quiet of the Darklake, the roar of furnaces and the sound of hammers striking anvils was overwhelming. They had arrived in Gracklstugh.
The City of Blades…
Reunited in Room Eight
The group’s journey to the docks was not as straightforward as they had hoped.
At the ramshackle Darklake Brewery, Hemeth learned that another Clan had taken over the Ironkeel business. He steeled for a fight but the group managed to stand him down. Bree alerted the team that the newly brewing kegs of ale were likely poisoned.
Inside Ghollbrorn’s Lair, an underground inn, they saw all kinds of races but few duergar. A serving lad explained that this was one of the two inns in the city that would serve “outlanders,” and rolled his eyes at the idea of days and nights. Here in Gracklstugh, time is measured in “rotations” of hourglass oil lamps.
Another of Bree’s messages from the beyond was decrypted by JimJar, who set out with Akta to find Torinn in room eight. Meanwhile, Hemeth bought a round of ale, declaring a toast! Optimistically considering his debts repaid, and feeling conscious surrounded by non-duergar, he downed his ale and left abruptly.
Before they could consider this, Torinn arrived, to great acclaim!
Hearty food was a welcome sight in The Ghollbrorn’s Lair
Dragons, clerics and other complications
The group were eager to hear how Torinn had come to be here in Gracklstugh. Similarly, he was overjoyed to once more be together with his companions!
Torinn explained that he had been kidnapped by Duergar who had forced him to work in the city’s forges, hammering out spiked rocks for its catapult defences. Fortunately, he had met The Keepers of the Flame, a group of powerful psychic clerics who had recognised him as a dragonborn.
The Keepers work for Gracklstugh’s leader, DeepKing Steelshadow, helping him crush any potential mutinies. They also manage Themberchaud, the great red dragon who keeps the city’s smelters ablaze.
Every morning, The Keepers meet Torinn outside his lodgings at Ghollbrorn’s Lair, telling him if he is needed for work. And if so, they escort him to the dragon’s cavern and back, each timing crossing some kind of deep trench.
Poignantly, Torinn described how he had become very fond of the dragon, working as his assistant (though under constant watch from The Keepers). Torinn had learned that Themberchaud was tragically doomed to be slain before he grew too strong. The Keepers have been secretly nurturing another dragon egg.
Shocked to see that Bree was no longer entirely alive, Torinn suggested that the Keepers might be powerful enough to revive her.
Noticing that the oil lamps were burning down, the group set out for the Docks.
Assassins, interrupted
The streets became crowded as the group entered The Blade Bazaar, an intriguing market of treasures, weapons and armour. They counted ten stalls in total.
Another message from Bree was interpreted: someone here might help the group to leave the city. But all this bustle was considered a distraction, and they marched on, soon feeling the cold air off the lake.
A number of large galleys, and dozens of smaller sail craft were moored on the jetties. It was eerily quiet, but for a lone duergar at the end of a pier. Bree warned the group of assassins nearby, and Adrik indeed heard footsteps, but nothing concrete could be ascertained.
So, very carefully, Miri called out to him, in such a delicate tone that the figure knew at once that she could be trusted. He started down the pier.
But before conversation could begin, two duergar clad in black cloaks appeared, cutting him off. They pulled out glowing blades and went to attack!
He cried to the group desperately for help, and JimJar jolted the assassins long enough for him to confirm that he was indeed Werz Saltbaron. The group rushed to his aid. Eldeth held back, taking care of Bree.
Adrik stormed in with his mace, Sariel unleashed a cloud of daggers, and after Werz had been stabbed in the gut, Torinn and Miri stabilised him with spells of healing. Akta deftly seized one of the assailants by the neck, and soon the two would-be murderers were both unconscious.
At the sound of approaching Stone Guard, Werz persuaded the group to flee, though not after Adrik had (rather uncharitably) stolen his wallet. Demanding that he quickly explain himself, the group learned that this was some kind of inter-clan quarrel, as both his and another clan were trading with merchants in Blingdenstone.
Werz was brought to the nearby Shattered Spire Inn, where Adrik paid for a private booth, and where the next move (and what food to order) was thoughtfully considered. And with Eldeth and JimJar now firmly part of the group, the BASTAM Adventurers were gloriously renamed to MajeStab.. (!)
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The Young Ones: Spirit Student(Yu Yu Hakusho crossover) (one-shot) (unfinished)
It was like any other day in the neon lit streets of London
On the tv you’d see the queen, you’d see prime ministers and big ben taking centre stage but if you look closely you’d see fascists, rebels, drug dealers and gangsters
In a detached house near Yorkshire was a bunch of siblings
A cantankerous Scotsman called Angus (the eldest),a soft hearted Welshman called Dylan (the second eldest),a Englishman called Arthur (the middle child) and the irish siblings Connor (the youngest),Brian (the oldest) and Kelsie (the wallflower of the family)
Angus stabbed his fork into the sausage resting on his plate as he and his siblings were very distant people he would’ve rambled about politics but he already did that at the pub earlier,Dylan and Arthur just talked about the weather and Brian rambled while connor and Kelsie just watched tv together
Top of the Pops was on and they lightly moving their heads in time to the ear candy that was Duran Duran.
Kelsie was a bit of a bad girl, well sort of she did the work her teachers set for her and she wouldn’t talk back to them but on the inside she disobeyed almost every rule and due to bullying being a regular occurrence sometimes she would get in fights usually ending with a bloody nose or her legs covered in bruises.
The Next Day was nothing special,she was just walking on her way back home from school when for a moment everything became nothing, all she could hear was a car screech,a slip and someone pushing her out of the way back onto the pavement
“Get out of the way you fascist bastard” yelled a loud aggressive English sounding male voice as the young man flicked a inappropriate gesture at the car before standing up, calming down and putting his badge covered blazer back into place
“Oh I’m so sorry I didn’t see you there it wasn’t directed at you it was at that fascist driver he could’ve killed me and probably you too,I’m Rick,Rick Pratt
On the other side of pavement where a bruised Kelsie had landed she was sitting feeling eclectic sensations in her body almost like that of a supernatural being
“I’m Kelsie” she said as she sat on the hard surface looking as cold as the weather staring at this strange individual that had previously pushed her out of the way of incoming traffic.
“Now I must dash my brothers would be wondering about my wearabouts” Kelsie said as she tried to sit up but failed”
Everything felt still, Kelsie couldn’t even hear the traffic, her body felt numb and cold as she scratched her arms frantically
Rick then helped lift her up
“What happened there?” Kelsie asked confused
“You died” Rick answered sarcastically
How? When? What? But I didn’t get run over I remember my green cross code
You almost got ran over until I saved you
Saved me? From the traffic? Wait so wouldn’t that mean that you’re dead too
I’m already dead I just took my human form when I was walking it’s kind of of a purgatory thing really
PURGATORY? So I’ll never be able to see my brothers again
In a few days however you are at the spirit stage at the moment
Then let’s go and see if my brothers have noticed
Kelsie and Rick then went round to Kelsie’s house
Angus and Dylan were watching the news while Angus grunted in his strong Scottish accent “Shouldn’t Kelsie be home yet?”
Arthur sighed cynically and said well you know Kelsie always getting into trouble
Brian smirked and said “Oh trust you Arthur someone who’s been in trouble with the police since your punk days” before laughing sardonically
“Shut it you Mick Garden gnome” Arthur yelled before starting a fist fight
“I wonder if Kelsie is a zombie” Connor wondered as he watched music videos on the television
A zombie what gives ye that idea? Brian asked bewildered kicking a staggering Arthur in the knob
“Well I saw her walking across the road while I was on my way here and then she leaped onto the other side of the pavement lifeless and limp I think a car might’ve knocked her over”
After a bunch of screaming Angus asked “Didn’t anyone bother to phone a ambulance?”
Nah nobody noticed and there were no phones around
“She’s a dead lass alright”
“I’ll hold a wake for her” Arthur said
While they started the preparations Rick and Kelsie were walking through town with milkshakes in hand
“So how did you die Rick?”
“It’s a long story me and my university mates had started a bank robbery before trying to escape using one of the buses before falling through a billboard of Cliff Richard”
“you’re not serious are you?”
“that actually happened We were trying to change the world after being evicted and left on the streets ironically on that same day I found out my parents had died”
“Wow” said Kelsie interested in Rick’s anecdote
“I hate the world, particularly the government Maggie Thatcher is why we all got evicted I had plans to become a anarchist poet to help give people a message”
“I’m on the same boat I originally lived in Northern Ireland but me and my brothers moved closer to the rest of the family here in England due to the conflict there”
“What plans did you have?”
“I had plans to probably be a writer or a activist or a singer of a band, but then again I’m a lonely twat with no friends how on earth can I achieve that”
“I can play the guitar you know maybe I could join your band” Rick boasted before kneeling down timidly trying to look away”
“What’s wrong rick?”
Rick shivered and said “Him” pointing to a young punk man with a orange Mohawk, chains, and sliver stars on his head walking through the neighbourhood with the sound of his loud steel caped doc marten boots following him
Oh I recognize him he goes to my school he’s in a year above me
“V-Vyvyan” Rick mumbled as he stared at Vyvyan from below
You know him?
I used to live with the bastard YES OF COURSE I BLOODY KNOW HIM
HE HATED ME HE SET ME ON FIRE HE TRIED TO KILL ME HE WOULD BEAT THE SHIT OUT ME AND WOULD TORTURE ME EVERYDAY HE WAS A UTTER UTTER BASTARD
Kelsie then smirked and said are you into leather Rick? It sounds like he was a great roommate Kelsie answered thinking perversely
STOP BEING PERVY and I guess leather is a comfy material to where but that’s besides the point
Hold on a second why is he going to my house?
Rick blinked for a second and looked “that is a bit peculiar isn’t it?”
Meanwhile Brian and Connor were putting some of Kelsie’s belongings next to a picture of her while Angus smoked, Arthur drank and Dylan lit some candles
Vyvyan entered the lounge of where the wake was taking place
“Am I late?”
“Nah lad the wake has just started and who are you?”
“I’m Vyvyan,Vyvyan Bastard I go to Kelsie’s school I,I, Vyvyan struggled to think of words for the sentence as he stuttered in his gravelly voice
Connor then explained to Angus that Vyvyan fancied Kelsie but was too shy to tell her when she was alive
While two familiar spirits also were wandering outside blushing
#original character#oc#rick pratt#vyvyan bastard#aph scotland#aph wales#arthur kirkland#aph ireland#aph northern ireland#aph england#yu yu hakusho#hetalia#hetalia united kingdom#fanfiction
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A Servant’s Heart is a Magnet for Your Personal Branding Success
by Steve Baker, The Sage Meanderings of the Sophisticated Marketing Gnome
The little phrase, “The more you give the more you get,” tends to be greeted these days with chuckles or rolling eyes. Damn cynics have all but destroyed this divine adage, but I challenge you to listen with new ears and consider with a better mind the depths of meaning this phrase still holds and how it can affect your business and professional relationships.
A friend of mine recently posted a quote that got me to thinking how we need to resurrect the above axiom and remind the masses of its true power. As a reader and student of personal development, and as a writer on marketing and personal branding, I hold those words dear. Always have. For me, these words resonate as far back as my childhood and were commonly muttered by my parents and grandparents while imparting various much needed life lessons. While I took it to mean that selfishness was bad it wasn’t until adulthood that its prevailing truth began to reveal itself.
Let’s look at this concept differently by utilizing the wisdom in the following quote by Zig Ziglar, “You can have everything in life you want, if you will just help other people get what they want.” Isn’t that really the same thing? Get it now? I think Ziglar’s approach is to appeal to today’s selfish side first by grabbing your attention with the words you really wanted to hear “You can have everything in life you want,” since that is, unfortunately, the mindset of professionals today. Only then to tell you how to get it “if you will just help other people get what they want,” by approaching your life and your business from a more altruistic perspective.
The truly selfish have already tuned out I’m sure so let’s move on to those willing to listen. It’s my opinion that if you must give begrudgingly then just don’t. Just don’t do it at all! Quite frankly it’s damn insulting. I, nor those around you, will likely have the patience for all that insincerity and they will definingly see your true motives shining through your wolf’s teeth. So, with all this discussion of giving freely how does it all work Little Red?
A popular term used these days, at least in my circles, is a servant’s heart. In personal branding and marketing, I truly believe it is a key factor in making the whole thing work. For me, it’s a business philosophy. It’s a way of conducting my business and my interactions with others by providing answers to questions, giving away professional advice and assistance without always expecting something in return. This is hugely powerful yet foreign to many! Everything you do doesn’t have to be tied to an invoice.
I love it when people call, email or text me with a question or counsel. It’s a huge compliment as they clearly value what I have to say. And you know what? I give it. I’m all about providing value-added content on my websites and blogs as well. I love giving deserved referrals to my professional colleagues. I don’t do it expecting anything in return but here is the kicker you’ve been waiting for – it always comes back! It will also come back as an invoiceable event.
Now, there are doubters on every topic and I quit trying to convince other people of anything years ago. You either get it or you don’t. Like my opinion and agree or not. I hope you do because in this, well, I firmly know I’m right. If you’ve ever been on the receiving end of help when you needed it and have the wherewithal to produce appreciation in your heart and mind you will agree it’s true. The more the receiver appreciates your kind gesture the more impactful even the smallest action can have. When you leave people with a positive memory . . . they can’t help but remember you! Never underestimate the profitability of leaving behind the warm-and-fuzzies for they are investments that pay later. Be a little patient grasshopper. Same is certainly true of our bad experiences yet we seem to doubt that the opposite can be true.
The world is afflicted by the cancers of greed, pessimism and apathy. If you perpetuate it, you are not only part of the problem, but you aren’t the kind of professional that people will want to align themselves with very long. They’ll figure the real you out and you will be excised like a malignant tumor! The growth of a personal brand is fed by your authenticity and the countless messages your brand conveys. People are drawn to the like-minded or people who have a tone and clarity of spirit they can get behind. Most respond positively to acts of kindness, caring attitudes and exceptional experiences as they are palatable ingredients to any brand. By operating your business (you) with a servant’s heart mindset, you attract people that will get behind your brand. They will support it with referrals, with good word of mouth, and by purchasing your product or services. I started to say that business today, but honestly, successful businesses have always known these basic tenets to be true. It’s time you learn the same is true in the business of you.
Steve Baker is the author of the upcoming book “Prominent – The Tenets of Personal Branding” and CEO of Sophisticated Gnome LLC.
The Sage Meanderings of the Sophisticated Marketing Gnome
www.sophisticatedgnome.com
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@mxdicalstudent
Overhearing the name ‘Helioborg’ didn’t do much to help the spirit ease herself into comfort. It had taken quite a bit of wandering to find herself here but she was informed enough to recognize the name. While there had been a great deal of time where the people here were known to kill spirits for the sake of the incredible strength. Even though these practices had been buried for more spirit-friendly technologies, Edna despised them.
“So gross... If they’re not strong enough on their own, then they don’t deserve our strength...”
Although muttering to herself, she stood oddly close to a human that she swore couldn’t see her.
#;; i ended up making a xillia verse for this#;; but i never played the game in english so lemme know if something's off!#mxdicalstudent#⤁CYNICISM-;; SPIRIT OF GNOME
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