#Glacial Aurora
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everythingdice · 7 months ago
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Glacial Aurora | Uninked test design, 2020.
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fotos-art · 6 months ago
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Aerial view of glacial rivers in Iceland
© rybarmarekk
Shutterstock
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Did you know that Iceland, the “land of fire and ice,” has rivers formed by the melting of glaciers that have shaped its landscape for thousands of years? The largest glaciers, such as Vatnajökull, Langjökull, and Hofsjökull, feed these unique rivers. Vatnajökull, the largest, covers 7,700 km², or 10% of the island. When the ice melts, the water carries sediment with it, giving the rivers a milky appearance that contrasts with the volcanic terrain. In spring and summer, the melting ice increases its flow, continually shaping the landscape. From the air, they look like authentic works of art that flow towards the North Atlantic. These rivers are not only impressive, they are also vital to Iceland, as their waters feed hydroelectric plants, positioning the country as a leader in clean energy.
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dirk-hardpec · 1 year ago
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a single penny, laying in a wet gutter. a rat's foot is visible in the top-left corner of the image. grayscale.
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astrstqr · 1 month ago
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MAGIC 2͏ ͏ ͏͏ ͏─── ͏ ͏ ͏͏ ͏ ͏ ͏͏ ͏禅 ͏ ͏ ͏͏ ͏ ͏ ͏ ͏͏ ͏[ ͏ ͏ ͏͏ FANTASY DR ͏ ͏͏ ͏]
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yoncé speaks: for the lovely anon who asked for more spells
SPELLS ! ✩
✶ Reality Warp: Alter the battlefield to your advantage by manipulating the environment. Create or destroy terrain, summon barriers, or change the properties of the area to hinder enemies and aid allies.
✶ Genesis Wave: A powerful creation spell that can generate new structures, landscapes, or even life forms. Use it to build fortifications, create allies, or reshape the battlefield to your liking.
✶ Eden's Garden: Create a lush, vibrant garden that heals allies, entangles enemies, and produces magical fruits that grant temporary power boosts.
✶ Quantum Shift: Alter the properties of objects and terrain, turning solid ground into liquid, walls into doorways, and weapons into harmless objects.
✶ Arcane Arsenal: Conjures an array of magical weapons that float around the caster, ready to strike at nearby enemies. The weapons can be of various types, dealing different kinds of damage.
✶ Prismatic Elemental Storm: Combine all elemental magics into a devastating storm of fire, water, earth, air, and lightning. This spell can target multiple enemies, creating chaos on the battlefield.
✶ Aurora Veil: A defensive spell that creates a shimmering barrier of light and ice around allies, reflecting and absorbing incoming attacks while slowly healing those within its radius.
✶ Elemental Confluence: Combines the power of the four classical elements—earth, air, fire, and water—into a devastating attack that deals massive damage and affects a large area.
✶ Verdant Surge: Causes a rapid growth of plants and vines in the area, which can entangle enemies, create cover, or provide a boost to nature-based magic.
✶ Glacial Prison: Encases a target in a block of ice, immobilizing them and dealing cold damage over time. Can also be used defensively to shield allies.
✶ Volcanic Eruption: Causes a violent burst of magma to erupt from the ground, dealing fire and earth damage over a wide area and creating hazardous terrain.
✶ Abyssal Tsunami: Control the ocean to create a massive wave imbued with dark energy, capable of engulfing and draining the life force of enemies.
✶ Thunderstorm Armament: Envelop yourself in a storm of lightning, increasing your speed and reflexes while discharging electricity with each attack.
✶ Gale Force Prison: Trap enemies in a swirling vortex of wind that immobilizes them and slices through their defenses with razor-sharp gusts.
✶ Frostbite Field: Create a vast area of extreme cold that freezes everything in its path, slowing down enemies and making the terrain hazardous.
✶ Quicksand Trap: Manipulate the earth to form quicksand beneath your enemies, pulling them down and immobilizing them.
✶ Meteor Shower: Call down a barrage of meteors from the sky, causing widespread devastation and igniting the battlefield.
✶ Fireball Volley: Launch a rapid series of fireballs at multiple targets, causing explosive damage.
✶ Ice Spear: Create a sharp spear of ice that can pierce through armor and freeze the target on impact.
✶ Lightning Bolt: Summon a concentrated bolt of lightning that strikes with pinpoint accuracy, stunning and electrocuting the target.
✶ Rock Barrier: Erect a sturdy wall of rock that provides cover and can be used to block enemy attacks.
✶ Water Whip: Control a stream of water to lash out at enemies, binding and restraining them with powerful currents.
✶ Wind Blade: Form a blade of compressed air that slices through enemies with the speed and sharpness of a razor.
✶ Flame Cloak: Envelop yourself in a cloak of fire, enhancing your physical attacks and burning anyone who comes into contact with you.
✶ Tidal Wave: Summon a large wave of water to sweep away enemies and create a barrier or path.
✶ Earthquake: Shake the ground violently, causing enemies to lose balance and fall while creating fissures that can trap or hinder movement.
✶ Blizzard: Create a powerful snowstorm that reduces visibility, slows down enemies, and inflicts frost damage over time.
✶ Thunder Clap: Generate a deafening shockwave of sound and lightning that stuns and disorients enemies.
✶ Magma Burst: Cause molten rock to erupt from the ground, creating hazardous terrain and dealing continuous fire damage.
yoncé speaks: hope you like :D
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owl-bones · 10 months ago
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👉👈 Could we get more info about Fae Dust? His wings are gorgeous, but we don't know too terribly much about him. I would love to draw my faesona interacting with him, but there's not a whole lot to go off of.
Dust is an elusive fae. he doesn't have much interest in humans or tricks, preferring to keep to himself. he's cold and doesn't talk much, and people aren't even sure if he's 'friends' with the little group of Nightmare's inner circle he almost exclusively is seen with. sightings of Dust alone are rare-- not because he's always in a group, but because when he's alone he just disappears. he goes off into the woods to do... nobody knows what. (he's off sitting on frozen waterfalls playing an ocarina, hunting, being a dramatic loner. anything to keep himself occupied where there's peace of mind and nobody around him to get hurt if he has an episode)
he's hard to get a read on and even harder to get close to. you're better off getting close to one of the others, then assimilating yourself into his inner circle that way. the pace at which he warms up to people is glacial so expect the slowest of burns even just for a mild friendship.
once you've worked your way into his closed-off heart, though, you'll find someone who is undyingly loyal and very afraid of losing the good things in his life. if he takes you on a 'walk' that turns into a long hike that ends in an aurora/star-gazing session atop an icy mountain (with a cute little hunting cabin with a fire conveniently already started in the hearth...) then that's basically a declaration of love (platonic and romantic).
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w0efulboopsoul · 1 month ago
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𐌂𐌀ɽ𐌀'𐌔 Ꮤ𐌄𐌀𐌐ꝋ𐌍𐌔
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Thrym’s Lower Jawbone and Teeth
Teeth: Both halves of Thrym’s lower jawbone remain intact, their teeth gleaming with an unnatural sharpness. Despite the age of the fossilized jawbone, these fangs are pristine, as if time and decay have no claim on them. They’re still capable of tearing through flesh and bone with ease.
Significance: These aren’t just trophies; they embody Thrym’s enduring strength and Cara’s deep connection to him. They are a primal reminder of the bear who once stood by her side, their readiness for battle a silent promise of his lingering presence.
The Jawbone Halves: A jagged monument to loss and divinity, the Jawbone Halves are more than mere bone—they are a covenant carved in ice, a fractured hymn to a god’s suffering. Each half of Thrym’s lower jaw, sundered cleanly by forces unknown, resembles a glacial shard torn from the heart of a dying star. Timeworn and gnarled by eons, the fossilized bone gleams like polished ivory veined with cobalt, its surface etched with spiraling runes that pulse faintly, as though breathing with the rhythm of Thrym’s spectral soul.
Physicality & History: The left half bears the scars of Thrym’s mortal torment: deep gouges from chains, hairline fractures from the chieftain’s cudgel, and a permanent stain of rust-brown where his lifeblood seeped into the bone. The right half, smoother but no less ancient, glimmers with an ethereal frost, its edges lined with tiny, crystalline teeth that shimmer like trapped starlight—a haunting reminder of the cub who once nibbled his mother’s nose beneath the auroras. When joined, the halves lock seamlessly, revealing the full arc of Thrym’s primal roar frozen in time, a silent scream that still chills the air around it.
Magical Essence: To touch the Jawbone is to feel the weight of a glacier and the whisper of a ghost. It thrums with a low, resonant hum, a dirge that vibrates through the marrow—a soundless lament for Thrym’s stolen innocence. When Cara clasps her half, it warms gently, as if cupping a handful of freshly fallen snow kissed by sunlight. Yet its chill never fades; frost feathers across surfaces beneath it, and in moments of sorrow or rage, its glow intensifies, casting shadows that twist into spectral visions of ice-bound forests and a caged bear’s despair.
Symbolism & Power: This is no passive relic. The Jawbone is Thrym’s tether to the mortal realm—and Cara’s lifeline to the divine. Its fractures mirror the cracks in his spirit, yet its unyielding structure embodies his unbroken will. Those who dare wield it without reverence find their hands numbed to the bone, their breath crystallizing in their lungs. For Cara, it is both compass and confessional: when pressed to her brow, it floods her mind with fragments of Thrym’s memories—the coppery tang of his mother’s blood, the suffocating stench of the arena, the honey-sweet oblivion of his first taste of freedom.
A Divine Paradox: Here lies the contradiction: a relic of death that brims with stubborn, seething life. The Jawbone’s magic is primal, raw, and unrefined—a storm contained. It rejects decay, its edges sharpening in winter’s heart and softening under summer’s gaze, as though Thrym himself still seasons the world through it. To hold both halves is to stand at the threshold of godhood, to feel the raw scrape of a glacier’s march and the fragile warmth of a spirit refusing to be forgotten. In the end, the Jawbone Halves are not just bone. They are a requiem. A promise. And, perhaps, a thaw waiting to begin.
Kira’s Dagger
Blade: Forged from Starfall Iron—a rare fusion of meteorite and iron ore—this blade is a deep, inky black. When caught in the right light, it sparkles like a star-strewn night sky, a hauntingly beautiful effect that mirrors the cosmos.
Hilt: Carved from the bone of a Sawtail—a creature renowned for its toughness—the hilt bears intricate carvings of Frostbloom Flowers. These delicate etchings were done by Cara herself, each petal and stem a labor of love in memory of her sister, Kira.
Emotional Weight: More than a weapon, this dagger is a piece of Kira’s essence, a keepsake that blends sorrow and strength. It cuts with both steel and sentiment, a constant companion that keeps Kira’s warmth alive.
This is more of a trinket than a weapon to Cara as she never uses this blade until she is taken to the Howa'ahian Palace.
Hidden Retractable Blade
Material: Crafted from the femur bone of a Wolf Drake—a cunning and ferocious predator—this blade is lightweight yet devastatingly sharp.
Design: Tucked within Cara’s hide gauntlets, it deploys with a flick of her wrist, its razor edge perfect for slashing or stabbing in an instant. It’s a silent killer, designed for speed and surprise.
Purpose: This is Cara’s last resort, a hidden trump card that ensures she’s never truly defenseless. It’s a symbol of her refusal to be caught off guard again.
Frost and Lightning Rune-Enchanted Necklace
Pendant: Shaped from Thrym’s shed ice, this crude pendant was carved by Cara into an awkward hammer-like form. It’s blunt on one end for crushing and pointed on the other for piercing or stabbing.
Enchantments: Embedded with frost and lightning runes, it pulses with energy—capable of unleashing freezing cold or electric shocks with a touch.
Strap: Made from the scarred hide of a BloodFang Wyvern, the leather is as tough and battle-worn as Cara herself, a trophy from a near-fatal encounter.
Significance: This necklace doubles as a weapon and a protective charm, channeling Thrym’s spirit to guard her as fiercely as he once did in life.
Small Claw Pocket Knife
Blade: Carved from one of Thrym’s shed claws, this narrow, slightly curved knife has a rough, hand-forged edge that reflects its origins in the wilds.
Handle: An extension of the blade itself, it features a decorative spiral loop at the top—ideal for hanging or quick access.
Utility: Small but versatile, it’s perfect for carving, skinning, or delivering a swift, lethal strike. It’s a constant reminder of Thrym, always within reach like a trusted friend.
Viper Cat Bone Shiv
Origin: This jagged, blood-stained shiv was Cara’s first weapon, carved from the bone of a Viper Cat in the slavers’ pits. It’s crude and brutal, a product of desperation that fueled her escape to the wilds of Howa’ah.
Sentiment: It’s a raw symbol of the terrified girl she once was—and the unbreakable will that carried her through. She keeps it as a memento of her survival, a testament to her refusal to surrender.
Thin Spears of Ice
Magic: Formed from Cara’s frost magic, these spears are translucent and razor-sharp, their icy chill capable of impaling on impact.
Tactics: She summons them in an instant, hurling them with pinpoint accuracy or using them to impale foes. They’re as fragile as they are deadly, a frozen extension of her rage and precision.
Bow with Blunt Forced End and Enchanted Arrows
Bow: Made from sturdy wood with metal-capped ends, this bow is built for versatility. The blunt tips double as clubs when arrows run out or enemies close in.
Arrows: Each arrow is tipped with enchanted runes—some crackle with lightning, others glow with frost, and a few carry a mysterious, darker magic.
Versatility: This weapon is both a hunter’s tool and a warrior’s lifeline, excelling at range and holding its own up close. It reflects Cara’s adaptability, her ability to fight on any terms.
Razor-Like Shards in Cara’s Hair
Description: These are razor-sharp shards made from either Thrym’s enchanted ice or the polished bones of beasts Cara has hunted. They are small, lethal, and seamlessly woven into her blonde hair.
Purpose: Designed to prevent enemies from grabbing her hair during combat, the shards act as a hidden trap. When an opponent makes contact, the jagged edges slice into their flesh, drawing blood and forcing them to let go. The ice shards, infused with frost magic, also chill the attacker’s skin, adding an extra layer of deterrence.
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acronym-chaos · 8 months ago
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Frost and Snow ID Pack
[PT: Frost and Snow ID Pack].
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[ID: A purple thin line divider shaded at the bottom. End ID].
Names
[PT: Names].
Alina, Aurelian, Aurora, Bane, Bianca, Boreas, Caspian, Crystal, Eira, Elowen, Everest, Faye, Frost, Glace, Glacia, Gwen, Hail, Hala, Icy, Icario, Ivor, Iris, Jasper, Kalt, Loden, Lucien, Lumi, Mira, Neve, Noelle, North, Orin, Perla, Polar, Quinlan, Silvia, Snowe, Soren, Storm, Talia, Theron, Tundra, Vail, Wynter, Yvette, Zephyr, Zanna, Zarina
Pronouns
[PT: Pronouns].
Bli / Bliz / Blizzes [Blizzard]; Chi / Chill / Chills; Cri / Cryst / Crys [Crystal]; Cry / Crys / Crystal; Fla / Flake / Flakes; Flur / Flurry / Flurries; Fro / Fros / Frosts; Frost / Bite / Frostbites; Frig / Frigid / Frigids; Glae / Glace / Glaces; Hai / Hail / Hails; I / Ice / Ices; She / Shiver / Shivers; Sli / Slip / Slipperys; Sno / Snow / Snows; Tha / Thaw / Thaws; Wi / Wint / Wints [Winter]
Titles
[PT: Titles].
The Arctic Phantom, The Blizzard’s Whisper, The Frozen Fate, The Frostbitten Monarch, The Frostweaver, The Glacial Guardian, The Icemist Warden, The Icy Embrace, The Keeper of Cold, The Silent Blizzard, The Snowbound Wanderer, The Winter’s Chill, [Pronoun] Who Brings the Frost, [Pronoun] Who Commands the Storm, [Pronoun] Who Shivers the Earth, [Pronoun] Who Walks the Tundra
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[ID: A purple thin line divider shaded at the bottom, end ID].
Requested by @luxdraconia!
Also tagging: @pronoun-arc @id-pack-archive
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spacetimewithstuartgary · 5 months ago
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Superflares once per century
More often than previously thought, sun-like stars hurl huge amounts of radiation into space. The Sun, too, is capable of such outbursts
There is no question that the Sun is a temperamental star, as alone this year’s unusually strong solar storms prove. Some of them led to remarkable auroras even at low latitudes. But can our star become even more furious? Evidence of the most violent solar “tantrums” can be found in prehistoric tree trunks and in samples of millennia-old glacial ice. However, from these indirect sources, the frequency of superflares cannot be determined. And direct measurements of the amount of radiation reaching the Earth from the Sun have only been available since the beginning of the space age.
Another way to learn about our Sun’s long-term behavior is to turn to the stars, as is the approach of the new study. Modern space telescopes observe thousands and thousands of stars and record their brightness fluctuations in visible light. Superflares, which release amounts of energy of more than one octillion joules within a short period of time, show themselves in the observational data as short, pronounced peaks in brightness. “We cannot observe the Sun over thousands of years,” Prof. Dr. Sami Solanki, Director at the MPS and coauthor, explained the basic idea behind the investigation. “Instead, however, we can monitor the behavior of thousands of stars very similar to the Sun over short periods of time. This helps us to estimate how frequently superflares occur,” he adds.
Looking for close relatives of the Sun
In the current study, the team including researchers from the University of Graz (Austria), the University of Oulu (Finland), the National Astronomical Observatory of Japan, the University of Colorado Boulder (USA) and the Commissariat of Atomic and Alternative Energies of Paris-Saclay and the University of Paris-Cité, analyzed the data from 56450 sun-like stars as seen by NASA’s space telescope Kepler between 2009 and 2013. “In their entirety, the Kepler data provide us with evidence of 220000 years of stellar activity,” said Prof. Dr. Alexander Shapiro from the University of Graz.
Crucial for the study was the careful selection of the stars to be taken into account. After all, the chosen stars should be particularly close “relatives” of the Sun. The scientists therefore only admitted stars whose surface temperature and brightness were similar to the Sun’s. The researchers also ruled out numerous sources of error, such as cosmic radiation, passing asteroids or comets, as well as non-sun-like stars that in Kepler images may by chance flare up in the vicinity of a sun-like star. To do this, the team carefully analyzed the images of each potential superflare - only a few pixels in size - and only counted those events that could reliably be assigned to one of the selected stars.
In this way, the researchers identified 2889 superflares on 2527 of the 56450 observed stars. This means that on average, one sun-like star produces a superflare approximately once per century.
“High performance dynamo computations of these solar-type stars easily explain the magnetic origins of the intense release of energy during such superflares”, said coauthor Dr. Allan Sacha Brun of the Commissariat of Atomic and Alternative Energies of Paris-Saclay and the University of Paris-Cité.
Surprisingly frequent
“We were very surprised that sun-like stars are prone to such frequent superflares”, said first author Dr. Valeriy Vasilyev from the MPS. Earlier surveys by other research groups had found average intervals of a thousand or even ten thousand years. However, earlier studies were unable to determine the exact source of the observed flare and therefore had to limit themselves to stars that did not have any too close neighbors in the telescope images. The current study is the most precise and sensitive to date.
Longer average time intervals between extreme solar events have also been suggested by studies looking for evidence of violent solar storms impacting Earth. When a particularly high flux of energetic particles from the Sun reaches the Earth's atmosphere, they produce a detectable amount of radioactive atoms such as the radioactive carbon isotope 14C. These atoms are then deposited in natural archives such as tree rings and glacial ice. Even thousands of years later, the sudden influx of high-energy solar particles can thus be deduced by measuring the amount of 14C using modern technologies. 
In this way, researchers were able to identify five extreme solar particle events and three candidates within the past twelve thousand years of the Holocene, leading to an average occurrence rate of once per 1500 years. The most violent is believed to have occurred in the year 775 AD. However, it is quite possible that more such violent particle events and also more superflares occurred on the Sun in the past. “It is unclear whether gigantic flares are always accompanied by coronal mass ejections and what is the relationship between superflares and extreme solar particle events. This requires further investigation”, co-author Prof. Dr. Ilya Usoskin from the University of Oulu in Finland pointed out. Looking at the terrestrial evidence of past extreme solar events could therefore underestimate the frequency of superflares.
Forecasting dangerous space weather
The new study does not reveal when the Sun will throw its next fit. However, the results urge caution. “The new data are a stark reminder that even the most extreme solar events are part of the Sun's natural repertoire,” said coauthor Dr. Natalie Krivova from the MPS. During the Carrington event of 1859, one of the most violent solar storms of the past 200 years, the telegraph network collapsed in large parts of northern Europe and North America. According to estimates, the associated flare released only a hundredth of the energy of a superflare. Today, in addition to the infrastructure on the Earth's surface, especially satellites would be at risk.
The most important preparation for strong solar storms is therefore reliable and timely forecasting. As a precaution, satellites, for example, could be switched off. From 2031, ESA’s space probe Vigil will help in the endeavor of forecasting. From its observation position in space, it will look at the Sun from the side and notice sooner than Earth-bound probes when processes that might drive dangerous space weather are brewing up on our star. The MPS is currently developing the Polarimetric and Magnetic Imager for this mission.
IMAGE: Artist's impression of a Sun-like star exhibiting a superflare as seen in visible light Credit MPS/Alexey Chizhik
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missedstations · 6 months ago
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"After Rothko’s Green Blue Green (1969)" - Blu Mehari
At the airport baggage claim, my father and I Fundamentally disagree as to the nature of teal. I propose some fish fins and bird’s eggs, Cyanobacteria as well as sections of the ocean, But mostly it is a stunning lie to say The sea’s any color, but anemic and blue. Certain inks, peacocks in places Around the eye and plumage, auroras, apatites Damselflies, a shocking number of beetles Who are then pulverized for dye, Icebergs, as their layers separate light, And sometimes living green animals Tint glacial bodies before they melt Into puny water. Some markings on flags or maybe Exclusively the rectangle on Sri Lanka’s, I’m not sure. The alternate uniform of the Anaheim Ducks Because the word teal comes from a breed Of ducks. (Linnaeus remarks on the bright Patches on their wings.) They are unlikely To go extinct, but who knows? Medical scrubs, Indonesian passports, a few ocean paintings, And that Rothko I know you’d loathe To see it where it hangs somewhere in low light Bare paint while it goes on all ten Million dollars of it according to Sotheby’s And cut through with an ultramarine stripe anyway. He responds with the thin blankets that sometimes sheath The faces of corpses and a burlap shawl My grandmother wore, embroidered with gold leaves. I offer a kind of hornworm while hauling My suitcase (green) from the carousel And he gives the outline of a boyhood mountain On his Amharic copy of Robinson Crusoe. I say I never knew you paid so much attention. He says I named you for a color.
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sitting-on-me-bum · 2 years ago
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In Iceland, it’s possible to view an aurora borealis display above the Jökulsárlón glacial lagoon.
Photo by John A. Davis/Shutterstock
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hersurvival · 1 year ago
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I am from a land of naught, barren wastes of sharp peaks, valleys so deep you can't escape, a bitter cold you'll never shake
Mount Susitna in her slumber watches me, Lady Aurora dances overhead, the Matanuska flows through my veins, the silt blowing from her feet into my lungs
Glacial streams have carved me out, water so cold and blue, it's unreal, soaking my bones, look beneath my skin, dive into my heart, feel its chill, it's threat
Eyes green as moss, as mold, as the lichen the caribou search for in the tundra, in the woods, as the dead grass on the side of the road as the snow begins to run-off
Excuse me, for I was raised by moose standing among the trees, black bears crossing highways in the night, eagles screeching, salmon spawning, one of the world's fastest tides
Beware the Keelut, malevolent dog tracks that vanish in the snow, the Tornit and his foul smell, The People-Stealers who sing a poor birdsong to lure, and whatever you do, don't wander into "the triangle"
This is where I belong, descended from government contracted potato farmers and immigrants who fought and lived through war, birthed in the cradle of mountains, hovered upon even when I'm gone, always returning home to their hold, captured by my mind, my soul
I've made it out, been dragged back in, I was born of this, raised in this, driven by survival insticts not thought, the cold has set in and I found every where else unfit to live
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18shadesofmay · 11 months ago
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A Dog, a Doubt, and a Deity
“What is God?”
You shift in your seat, eyes heavy and knees sore, wondering how much body moisture one needs to sweat out before turning into a raisin. Plastic chairs are hard to sit on (in both interpretations of the word) for any more than about twenty seconds when the speaker talks like she lives in a shell on her back.
“You are not alone, friends. God's love is boundless, Her forgiveness infinite. With Her, we find a path to purpose, a connection to something greater than ourselves, and a promise of eternal life,” she slugs on. This particular lecture has been grinding on for a half hour now, and the stout little woman giving it seems dead set on converting every person, chair and housefly in the room to religion, and at a glacial pace of ten words per minute. Another half hour of boundless love and infinite forgiveness would definitely send you to something greater than yourself.
Ceiling fans murmur above you. They’re about as comprehensible to you as the speaker herself. What is the whole idea? A sense of community? Contentment? Salvation? You recall communal religiousness being a concept you once understood, but got lost as you grew older and your perceptions turned more decided. A two-sided coin you would’ve wanted to flip over, but never had the courage to read the print on the other side of. You know you’re right about this one thing, if not about every other thing. And it’s not like you need God to cook your breakfast and do your laundry anyway.
With a damp white shirt and gushing forehead, you pretend to take a call and excuse yourself from the hall. You scoff out of the building and bump into a fellow attendee, sharing quick, knowing smiles, as if to say “escaping too?”, and walk away. You’re not alone.
You decide you want a stroll in the park across the compound. Summer means more people, and more people means more faces to make stories about. You find yourself a rusty bench under a towering oak to observe from and let your thoughts brew themselves. A girl is playing with her dog, and you wonder if the dog thinks a higher power sent the rubber toy he’s so delightfully chewing on in his little toothy mouth. Or if the fluttering leaves and rustling trees are whispers from the Creator.
All these people and you sit with yourself. It isn’t lonely by any means, just a peaceful disconnect from the outside. You feel your breath slowing. Leaflets rain in an airy column, and a cloud curtains the sunlight once again. It’s almost like your heart just burst open. The dog trots over to say hello, and you ruffle his mane. His tail thumps against the ground and it feels like a symphony in a world full of clamour. There is perhaps a tinge of a form of hushed godliness in all this. Divine or not, this is…not bad.
All the noise you’ve always heard, about acts of the supreme being and gifts from above, feels somehow misdirected. In this very moment, you find yourself drowned in the calmness the priests always talk of. Even with your disagreeability, you relate with them in some kind of inexplicable soundlessness. Is this God getting to you, finally? What if She isn’t a booming voice or a vengeful hand? Just the voiceless hum of existence, the interconnectedness of all things? It may not be the God the lady preached about, but it’s enough for now. She wasn’t entirely wrong.
We simply don’t know. If it’s really Her making things move, we’d probably never find out in our fragile brevity on this weird rock. And if it isn’t, hey, you were right all along, and congratulations, it doesn’t matter one bit. There are ghost towns in the ocean and mountains in the clouds, and crowds on Shanghai streets and auroras in the north, and they’re all real regardless of the presence or absence of God. You will love and die or hate and live, and the only higher power you’ll ever need to worry about is your own self. There’s no Wikipedia page that holds the answer, but why not stop trying to write one? Right now, your God is a mere quietness that is present and full. Outside the gates of this park, maybe there exists a different one.
Maybe it’s the stout little lady back in the boring building. She definitely looked the age, didn’t she?
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ducky-bah · 8 months ago
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Hi! Can I get a White Lily Cookie and Sherbet Cookie Pack (both from CRK)? Large template if you can for both of them :3
- ☄️
Requested cookies below the cut! Feel free to edit/scrap anything that doesn't fit!
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༄~𖦹︎ Name(/s) ➪ White Lily, Lily, Seraphina, Seraphrine, Aurora, Callista, Callisa/Calissa, Elysia, Arabelle/Arabella ༄~𖦹︎ Pronouns ➪ She/her, Bloom/blooms, Flora/floras, Petal/petals, Blossom/blossoms, Bud/buds, Fae/faes, Fae/faer, Pure/pures, Rebirth/rebirths, Memory/memories ༄~𖦹︎ Gender ➪ Feygender, Genderfaer, Genderfrither, Florflux, Xenofae, Demifluidbigender, Bigenderfluid, Lilyvalfloric, Lilyofthevalleyfleuric, WhiteLilycharic, Flowieeamic ༄~𖦹︎ Orientations ➪ Panomni, PanAce, Demipan, Bambi Sapphic ༄~𖦹︎ Age ➪ 24-27 ༄~𖦹︎ Species ➪ Cookie(?), Fae ༄~𖦹︎ Role(/s) ➪ Chameleon, Roleflux ༄~𖦹︎ Source or Theme ➪ White Lily Cookie [CRK] ༄~𖦹︎ Appearance or Faceclaim ➪
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➪ Art Creds; 1 & 2 & 3 ༄~𖦹︎ Likes ➪ Elegant settings, lilies, calm and serene environments, formal events, harmonious music, mild flavours ༄~𖦹︎ Mixed Feelings ➪ Attention (can be shy), change (adaptable but dislikes new situations) ༄~𖦹︎ Dislikes ➪ Disorder, harshness, loud or chaotic environments, disrespect, losing composure, letting others down ༄~𖦹︎ Proxy Option ➪ 💮⚪/🌼🍃 ༄~𖦹︎ Personality Traits/Quirks ➪ Graceful, calm, composed, elegant, deeply appreciative of beauty and harmony, has a soothing presence, can be very forgetful, holds herself to a high standard and believes she must be as close to perfect as possible ༄~𖦹︎ Aesthetics ➪ Ethereal, dreamy ༄~𖦹︎ Fears ➪ Letting down those she cares for, not being enough ༄~𖦹︎ Front Triggers ➪ Silence, late nights ༄~𖦹︎ Typing Quirk(/s) ➪ Uses proper punctuation & grammar
~~~
༄~𖦹︎ Name(/s) ➪ Sherbet, Glacier, Zephyr, Blizzard, Nimbus ༄~𖦹︎ Pronouns ➪ They/them, He/him, Frost/frosts, Snow/snows, Ice/ices, Chill/chills, Glacier/glaciers, Winter/winters, Glaze/glazes, Frozen/frozens, Brr/brrs, ❄️/❄️s, 🧊/🧊s, 🌨️/🌨️s ༄~𖦹︎ Gender ➪ Coldgender, Deadfrostian, Snowsteppisoundic, Icegender, Wintercharic, Polarnull, Gendersnow, Fricaedic, Winterpoetic, Wintriastrillic, Phosnowial, Snofluffic, Glacial, Lightbluebodiment, Darkbluebodiment, Whitebodiment, Cryobodiment, Genderfluid boy ༄~𖦹︎ Orientations ➪ Unlabeled Achillean ༄~𖦹︎ Age ➪ 18-19 ༄~𖦹︎ Species ➪ Cookie(?), ice spirt? ༄~𖦹︎ Role(/s) ➪ Emotion Neutralizer, Shock Absorber, Emotional Funnel ༄~𖦹︎ Source or Theme ➪ Sherbet Cookie [CRK] ༄~𖦹︎ Appearance or Faceclaim ➪
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➪ Art Links; 1 & 2 & 3 ༄~𖦹︎ Likes ➪ Snowy landscapes, silence, stars, winter, the cold, storms, sweet things ༄~𖦹︎ Mixed Feelings ➪ Company, ༄~𖦹︎ Dislikes ➪ Loud noises, crowded places, emotional confrontations, overbearing personalities, being pressured to open up ༄~𖦹︎ Proxy Option ➪ ❄️🔹/🧊✨ ༄~𖦹︎ Personality Traits/Quirks ➪ Quiet, observant, resilient, prefers actions over words, tends to keep his emotions locked away, has a strong sense of duty, gentle despite his cold exterior ༄~𖦹︎ Aesthetics ➪ Icepunk ༄~𖦹︎ Fears ➪ Being betrayed, being surrounded ༄~𖦹︎ Front Triggers ➪ Cold weather & cold things ༄~𖦹︎ Typing Quirk(/s) ➪ Types in lowercase unless stressed
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w0efulboopsoul · 2 months ago
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Who Is Thrym?
Thrym is no ordinary bear. Once a mortal Howa’ahian ice bear, he now exists as a spectral guardian spirit, wielding the powers of ice and spirit magic. His presence is awe-inspiring, shifting between two distinct forms:
Combat Form: A massive, tank-like ice bear weighing 10,000 lbs, stretching 12-15 feet from nose to tail, and towering over 20 feet tall when standing on his hind legs. His whiteish-blue fur, accented with royal blue, bristles with ice spikes along his sides. His head is crowned with two curved ice horns and crystalline antlers that taper into majestic points, resembling a frost god’s regalia. His three-inch-long, glacial-blue crystalline claws and glowing eyes—known as Glacial Fire—complete his fearsome, ethereal appearance.
Non-Combat Form: Here, Thrym shrinks to the size of a polar bear, becoming more approachable yet retaining his mystical aura. He leaves no physical traces, emphasizing his otherworldly nature.
Thrym’s role in Cara’s life is multifaceted: he’s her shield in battle, her guide in the wild, and her trusted companion through life’s trials.
Thrym's Story:
Born beneath the frozen skies of an unforgiving tundra, Thrym began as a creature of rare gentleness, his crystalline hide shimmering with the soft luminescence of captured starlight. But his innocence was short-lived. Captured by a tribe of merciless warriors, he was subjected to years of brutal torment at the hands of their chieftain—a tyrant who wielded cruelty like a blade. Whips split his iridescent scales, rocks shattered his curiosity, and laughter drowned his whimpers. Each blow stole fragments of his spirit, replacing wonder with festering rage, until the tender cub who once chirped at snowfall became a hollowed beast of scars and silence.
Now, Thrym wanders the icy wastes, a ghost of what he once was. His wounds glow like cursed embers, and his eyes, once bright with auroras, burn with a cold, unyielding fury. The tundra whispers his name as a warning: a tragedy carved into flesh, a soul reshaped into vengeance incarnate. His story is a dirge—of stolen light, of cruelty’s price, and of the monstrous aftermath when gentleness is devoured by the dark.
Thrym’s Personality: Fierce Yet Tender
Thrym’s character is a blend of ferocity and depth, shaped by his past:
Aversion to Confinement: Having endured captivity, Thrym despises chains and cages. This fuels his fierce protectiveness over Cara’s freedom and his intolerance for threats to their domain.
Protective Fury: He’ll unleash his full might on anyone who disrespects Cara, a guardian spirit with no hesitation.
Softer Side: Despite his might, Thrym has a weakness for Hawthorn Wyvern Honey, indulging messily and staining his fur with sticky amber globs—a rare glimpse of playfulness.
His communication style is unique: Thrym speaks in one-word grunts or sends flashes of images into Cara’s mind. This requires her to interpret his intent carefully, fostering a deep, intuitive understanding over time. She respects his boundaries—never touching him without permission and noting his wariness with strangers, especially males.
A Teacher and Confidant
Thrym is more than a protector; he’s a mentor and parental figure to Cara. Raised in the wild under his guidance, she’s learned:
Survival Skills: How to endure and thrive in harsh environments.
Respect for Nature: Honoring the land and its creatures and the sacred dance between predator and prey.
Bear Values: Strength, resilience, and a straightforward approach—Thrym either accepts you or doesn’t, and he acts accordingly.
Cara sees him as a friend and confidant, not just a guardian. Their bond, built on mutual respect and shared experience, transcends the typical spirit-human dynamic.
The Spirit Contract: A Bond Forged in Empathy
Thrym’s connection to Cara is anchored by a spirit contract, a sacred, metaphysical bond that intertwines their essences through shared pain and purpose. This isn’t a casual alliance—it’s a deep, soul-level pact born from mutual recognition and understanding.
Origins: The contract emerged when Cara, through raw empathy, glimpsed Thrym’s past: a caged bear enduring suffering and yearning for freedom. This shared experience of pain and a longing for liberation laid the foundation for their unbreakable bond.
The Totem: The physical anchor of their connection is Thrym’s lower jawbone, split into two jagged halves. Cara’s half is unadorned but pulses with a mournful hum and occasionally warms in her hands, as if Thrym is reaching out to comfort her. It glows with an icy chill that never fades, a relic of frost and fury etched with the scars of time.
This bond isn’t static—it requires care and commitment to thrive.
Tribute: Maintaining the Balance
Thrym demands tribute to sustain the contract’s harmony, reflecting his need for respect and reciprocity. These offerings align with his nature and history:
Frostborn Relics: Eternal ice crystals or frozen starlight to bolster his totem’s power.
Acts of Liberation: Freeing the caged—be it animals or people—echoes Thrym’s own escape from captivity.
Shared Sorrow: Cara must open her heart, sharing her grief while holding the jawbone, letting Thrym bear it with her.
Winter Rituals: On Howa’ah’s coldest night, Cara might carve ice runes, burn offerings in a frozen pyre, or sing songs of mourning and hope.
Offerings: Fresh meat, icy treats, clear water, snow, incense, ice sculptures, or glacial stones—simple yet meaningful gifts.
Offerings of food: Hawthorn Wyvern Honey, Icehares, Balladeer Venison, Winterberries, ice treats, Frostbison roast, milk, etc.
Neglecting these tributes has consequences:
Weakened Powers: The bond falters, diminishing their shared strength.
Grumpy Bear: Thrym grows irritable, sending warnings through the totem—its icy chill intensifies, or it emits sad howls.
Spiritual Fallout: Prolonged neglect risks Thrym fading or turning feral, a tragic unraveling of their connection.
Thrym’s Berserker Side and Temper Tantrums
Thrym, a guardian spirit with the form of a massive ice bear, harbors a volatile berserker side that erupts into what can only be described as a catastrophic temper tantrum. This primal fury is triggered by specific circumstances tied to his past trauma and his deep bond with Cara, his companion. Below, we’ll explore what happens when Thrym loses control, the early warning signs, and the situations that set him off.
When Thrym Loses His Fucking Mind
When Thrym’s berserker side takes over, he transforms into an unstoppable force of nature—a living battering ram of destruction. This isn’t just a bad mood; it’s a full-on meltdown with devastating effects:
Flailing Paws: His massive paws, tipped with crystalline claws, lash out wildly, capable of shattering stone, bone, or anything else in their path.
Horrific Roaring: His roars are deafening, shaking the air and striking terror into anyone nearby.
Foaming and Drooling: Excessive foaming at the mouth and drooling signal his complete loss of control, a physical manifestation of his descent into madness.
In this state, Thrym doesn’t just react—he obliterates. Walls, cages, enemies—nothing stands in his way until the trigger is removed or he burns himself out.
Triggers: What Sets Him Off
Thrym’s tantrums aren’t random. They’re sparked by specific situations that hit his deepest fears and traumas:
Separation from Cara: Thrym’s bond with Cara is his anchor. If he’s forcibly separated from her—whether by distance, barriers, or magic—he loses it. To him, this feels like abandonment or a threat to her safety, both of which he cannot endure.
Confinement: Cages, chains, or any enclosed space tap into his past as a captive bear. The sensation of being trapped sends him into a frenzy as he fights to break free, reliving old wounds.
These triggers turn Thrym from a loyal protector into a whirlwind of chaos, driven by instinct and pain.
Early Warning Signs: Spotting the Storm Before It Hits
Before Thrym fully erupts, he gives off clear signals that his temper is building. These are the red flags to watch for:
Bucking on All Fours: He starts thrashing or bucking, a restless agitation that shows he’s on edge.
Agitated pacing to the ninth degree.
Standing Tall on Hind Limbs: Rising to his full height—over 20 feet—he roars defiantly, a towering display of dominance and a warning to back off.
Slamming Fore Paws: He pounds the ground with his paws, sending tremors through the earth and cracking whatever’s beneath him.
Bluff Charging: He might charge forward but stop short, testing the threat. If this doesn’t work, expect a real charge next.
Face Chewing: In extreme cases, if a human or enemy pushes him too far, Thrym may lash out savagely, chewing into their face—a brutal sign he’s gone over the edge.
These signs are a countdown. If they’re ignored, a full tantrum is inevitable.
To halt Thrym’s berserker rage—a tempest of frost and fury that threatens to shatter everything in its path—you must enact a threefold cure with urgency and precision. Cease confining Thrym immediately, give Cara to Thrym immediately, and provide Hawthorn Wyvern Honey in sufficient quantity to plunge him into a food-induced slumber. This is no mere suggestion; it is the sole remedy to quell his wrath before he reduces your world to rubble and ruin.
The Cure: Step-by-Step Salvation
Cease Confining Thrym Immediately Thrym, a bear forged in the crucible of captivity, bears scars deeper than flesh. Chains, cages, or any enclosure ignite his rage, transforming him into a maelstrom of roaring defiance. His paws strike like thunder, capable of splintering stone and steel alike.
Why It Works: Confinement is Thrym’s tormentor, a trigger rooted in a past of iron bars and lost freedom. Release him, and you sever the first thread of his fury. Fail, and he’ll rend the earth itself to escape.
Give Cara to Thrym Immediately Cara is more than a companion—she is Thrym’s heart, his tether to sanity. Her absence is a wound, a perceived betrayal or threat that drives him to the brink. Without her, he is a beast unmoored, his rage a howl against abandonment.
Why It Works: Reuniting them restores his anchor. Cara’s presence soothes his soul, a balm no force can replicate. Deny him this, and his rampage will know no end.
Provide Hawthorn Wyvern Honey Harvested from the ferocious Hawthorn Wyverns, this honey is no ordinary sweet—it’s a golden elixir laced with calming power. Feed Thrym enough, and his aggression will wane, his massive frame sinking into a deep, restorative slumber.
Why It Works: The honey’s venom-derived compounds dull his fury, easing him into tranquility. It’s a natural sedative for a beast of his ilk, turning a whirlwind of rage into a snoring heap.
The Power of Hawthorn Wyvern Honey
Hawthorn Wyverns—tiny terrors of the wilds—craft this honey within the thorny embrace of Hawthorn bushes across Howa’ah’s frostbitten expanses and Eryndara’s rugged terrains. Standing 1 foot tall, 2 feet long, with a 3-foot wingspan and weighing a mere 7-10 ounces, these golden-scaled creatures belie their size with ferocious might. In hoards of 50-100, they swarm with hive-minded precision, their venomous stingers and piercing shrieks a nightmare to foes.
Production: Workers blend Hawthorn nectar with venom enzymes, creating a super-sweet, amber honey. In Howa’ah, it carries a frost-kissed chill; in Eryndara, a warm, invigorating glow. A hive yields 1-2 gallons per season, guarded with lethal zeal.
Properties: Beyond its sweetness, the honey soothes aggression in beasts like Thrym, calming them for 1-2 hours. For humanoids, it sharpens focus and eases stress. Its healing touch hastens wound closure and counters mild poisons.
Beware Sour Honey: If the Queen is stressed or injured, the honey turns bitter and loses its calming grace. Only the sweet, golden batch will serve Thrym’s need.
This honey is Thrym’s lifeline—a tranquilizer born of nature’s fury, capable of taming his berserker storm.
The Cost of Inaction
Hesitate, and the consequences are dire:
Destruction Unleashed: Thrym will demolish all in his path—trees, walls, anything you hold dear.
Savage Retribution: Push him too far, and he’ll turn on you, his jaws seeking flesh.
Broken Bonds: Even if he calms, the aftermath leaves Thrym weary and guilt-ridden, straining his trust in you and Cara.
(More on Thrym:)
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stcnecoldd · 1 year ago
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ALYCIA DEBNAM-CAREY ? Não! É apenas AURORA ELYSIUS, ela é filha de QUIONE do chalé TRINTA E UM e tem VINTE E SETE ANOS. A TV Hefesto informa no guia de programação que ela está no NÍVEL III por estar no Acampamento há QUINZE ANOS, sabia? E se lá estiver certo, RORY é bastante PRESTATIVA mas também dizem que ela é APÁTICA. Mas você sabe como Hefesto ��, sempre inventando fake news pra atrair audiência.
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PODER: Criocinese - O dom gélido, entrelaçado com o toque dos deuses, concede a ela a habilidade de manipular o frio e produzir gelo, assim tornando-se uma verdadeira mestre do inverno capaz de moldar qualquer ambiente com a frieza imponente. Seus poderes vão além de criar superfícies geladas; podendo moldar o gelo de maneira complexa e utilizá-lo de várias formas, incluindo armas afiadas e pontiagudas. Dotada desse poder extraordinário, personifica a majestade e a beleza implacável do inverno. Seus dons são uma fusão de arte e força, refletindo a dualidade de sua herança divina. PODER PASSIVO: Armadura de cristal ártico - Permite que transforme sua pele em uma camada de gelo cristalino e reluzente, proporcionando defesa aumentada contra ataques físicos e mágicos. Essa pele de gelo a torna invisível em ambientes nevados, imune ao frio extremo. HABILIDADES: Reflexos e vigor sobre-humanos. ARMA: 1. Cetro de Cristal Glacial - Consiste em um cetro esculpido a partir de um cristal mágico de gelo, que amplifica seus poderes, permitindo-lhe controlar o gelo com maior precisão e intensidade. Além disso, pode gerar rajadas de vento cortante. 2. Adaga Infernal (recompensa adiquirida): Por ser uma arma não muito popular nos dias atuais, essa lâmina de ferro estígio vem com o bônus de ter chamas de fogo infernal a tornando mais letal para adversários dos semideuses. Monstros ou outros semideuses são sensíveis ao fogo infernal, então deve ser manuseada com cuidado. MALDIÇÃO: Um deslize inocente atribuiu a ela uma maldição, denominada como "lágrimas cristalizadas", um castigo rogado pela própria mãe. Sempre que Aurora chora, suas lágrimas transformam-se em pequenos cristais de gelo cortantes, trazendo dor física e ferimentos à semideusa e quem ousar tocar nelas. Cada lágrima derramada torna-se uma lembrança dolorosa de sua maldição, invocada após desafiar diretamente a vontade de Quione ao buscar poder além do que lhe foi concedido. A maldição é uma resposta à sua arrogância e à tentativa de ultrapassar os limites estabelecidos pelos deuses. ATIVIDADES: Co-líder da equipe azul da parede de escalada, faz parte da equipe azul de esgrima e pratica corrida de pégasos.
DENVOLVIMENTO DA PERSONAGEM!
SOBRE : 𝐔 𝐧 𝐰 𝐚 𝐯 𝐞 𝐫 𝐢 𝐧 𝐠 𝐋 𝐞 𝐠 𝐢 𝐨 𝐧 !
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HER STORY :
─    Foi durante uma noite gélida no inverno da Finlândia que Aurora foi concebida, em meio a uma tempestade de neve que assolava a região mais remota do país. O mortal de coração puro foi abençoado pela divindade, com quem tivera um caso intenso e fugaz, depois de Quione ter vislumbrado em sua descendência a promessa de um destino extraordinário. Assim, a garota de írises tingidas por um azul pálido, etéreos como a luz do alvorecer, veio ao mundo com a herança divina da deusa da neve fluindo em suas veias.
─    O período de sua infância foi marcado por eventos misteriosos e fenômenos naturais incomuns. Desde jovem, a garota manifestava um controle inato sobre a neve, sendo capaz de moldar e manipular elementos frios com um simples pensamento. Seu pai, percebendo que a filha era diferente, mas sem entender completamente a extensão de seus poderes, decidiu mantê-la afastada dos olhares curiosos, temendo a incompreensão e a possível perseguição por parte da sociedade.
─    Aurora viu sua vida mudar drasticamente quando, durante uma expedição pela montanha Galdhøpiggen, seu pai foi vítima de um monstro enviado por forças desconhecidas para eliminar qualquer vestígio da linhagem de Quione. Corajoso e inconsciente dos perigos que cercavam sua família, deu a vida para proteger a filha, escondendo a localização da mais jovem. Foi nesse momento trágico que Aurora descobriu a verdade sobre sua origem e a ameaça que pairava sobre ela.
─    Após a dilacerante morte, a semideusa foi encontrada por um sátiro enviado por Quíron, então encontrando refúgio no acampamento meio-sangue. A criatura explicou tudo sobre a natureza divina de Aurora, sua ligação com Quione e a necessidade de treinamento para enfrentar os perigos que aguardavam jovens como ela. Apesar da dor da perda, ela aceitou a oportunidade de honrar a memória de seu pai e descobrir o propósito de seus extraordinários poderes, sem alternativa para onde ir.
─    No acampamento, treinou diligentemente sob a orientação de instrutores e semideuses mais experientes, aprimorando suas habilidades com o gelo. Rapidamente, se destacou como uma das campistas mais promissoras. Mas, apenas depois de completar quatro anos de treinamento e enfrentar uma criatura que ameaçava desencadear um inverno eterno sobre o mundo dos mortais, foi reclamada pela deusa Quione, surpreendendo a poucos. 
─    Aurora Elysius, agora abraça seu destino. Sua jornada continua, mas ela caminha confiante, sabendo que a neve que controla é tanto uma bênção quanto uma responsabilidade, e que seu pai, onde quer que esteja, olha com orgulho para a semideusa que se tornou. O que desconhece, porém, é o ressentimento que Quione nutre por ela, a enxergando como um lembrete constante da falha fatal em proteger o mortal por quem um dia havia se apaixonado.
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TRIVIA :
Seu sotaque ainda é extremamente carregado.
É uma exímia guerreira, excedendo-se no confronto físico.
Devido a maldição que carrega, tem dificuldade em lidar com os próprios sentimentos e expressá-los, uma limitação que conferiu a ela a reputação como fria e insensível.
É tutora de um cão infernal, carinhosamente apelidado como Blizzard. A criatura segue livre, mas realiza visitas constantes à semideusa, com quem mantém um relacionamento amistoso e próximo.
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axilarycobra · 15 days ago
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[Wings of Fire] Names for Unnamed Characters HCs Pt. 1
Hello! This is an extention of my world building where I created family trees for all Wings of Fire characters. While doing this, I wanted to name (almost) every character included in these trees, so now I have a long list of names for characters who are otherwise unnamed. Despite some of these being canon characters (if not directly, indirectly by being a character who is implied to exist), some are also OCs.
I wanted to list some of the names for these characters. This is currently in the order of my slideshow, which is organized by tribe, so this part will cover BeetleWings (only 1 atm), HiveWings, and IceWings. Not all parts will include the entire tribe, as I'm worried some tribes may have a lot more dragons (like the MudWings for instance who I gave sibling troops that range from 4 to 8ish). This will also include some relationship HCs (like characters who are related to each other).
Also I love pronouns, guilty as charge.
Hairstreak (she/her/they/them) - the lavender dragonet from TLC prologue
Dauber (she/her) - the 'HiveWing citizen' from THQ
Cranefly (he/him) - Katydid's father/Cadelle's ex-husband/Cricket's grandfather
Millipede (she/her) - Scarab's great-great-grandmother/first queen of the HiveWings
Woodwasp (she/her) - Silverspot's mistress
Water Strider (he/him) - Jewel's eldest child
Springtail (he/they) - Jewel's middle child
Stonefly (she/they) - Jewel's youngest child
Odonata (he/him) - Earwig's brother
Flea (he/him/they) - Earwig's other brother
Dobsonfly (she/her) - Aphid & Carabid's mother
Carpenter (he/they/it) - Aphid & Carabid's father
Mantispid (she/they/fae) - Bombardier & Hawker's mother
Axinidris (he/they/xe) - Bombardier & Hawker's father
Vespid (she/they/ae) - Weevil & Midge's parent
Pillbug (he/him) - Weevil & Midge's father
Chitin (she/her) - Axinidris & Pillbug's mother
Firefly (he/him) - Axinidris & Pillbug's father
Roach (she/her) - Earwig's mother
Beetle (he/they) - Earwig's father
Barkfly (she/they/it) - Inchworm's wife/Glowworm's mother
Mosquito (she/her) - Pinacate, Rootworm, & Treehopper's mother
Sowbug (they/them) - Pinacate, Rootworm, & Treehopper's parent
Ant (he/him) - Scarab's great-great-grandfather/first king of the HiveWings
Honeybee (he/they/ze) - Scarab's great-grandfather
Silverfish (she/her) - Scarab's grandmother/3rd queen of the HiveWings
Darkling (they/he/it) - Scarab's grandfather
Leafhopper (she/they/any) - scarab's great aunt
Scorpionfly (she/they) - Scarab & Cochineal's mother
Caddisfly (he/they/she) - Scarab & Cochineal's father
Dragonfly (he/him) - Cochineal's husband/Wasp's father
Froghopper (he/they) - Scarab's ex-husband/Jewel's father
Milkweed (he/him) - Jewel's ex-husband
Planthopper (she/her) - the librarian & Sandfly's mother
Housefly (he/him) - the librarian & Sandfly's father
Periwinkle (she/they) - Alba's mother
Heimal (he/him) - Alba's father
Stag (he/they) - Caribou (bard)'s grandfather
Vermeil (they/she) - Caribou (bard's friend's sister)'s mother
Glacial (he/they/she) - Caribou (bard's friend's sister)'s father
Howl (he/they) - Caribou (bard's friend's sister)'s brother
Seal (she/her) - Hvitur's ex-wife/Changbai's mother
Evergreen (she/her) - Ermine's mother
Lemming (he/they/ice) - Ermine's father
Silver (she/her/they/them) - Caribou (bard's friend) & Fjord's mother
Snow Jade (he/she) - Caribou (bard's friend) & Fjord's parent
Beluga (she/her) - Lynx's mother
Algrid (he/they) - Lynx's father
Moose (she/her) - Ivory & Polar Bear's mother
Aurora (she/her) - first queen of the IceWings/creator of the gift of defense
Murre (she/they) - Pika, Gloss, & Puffin's mother
Pika (he/him) - one of the animus twins who created the gift of splendor
Gloss (they/them) - one of the animus twins who created the gift of splendor
Puffin (she/her) - ancient queen of the IceWings
Reindeer (she/her) - Frostbite's sister/ancient queen of the IceWings
Blanco (he/him) - Frostbite's nephew/creator of the gift of order
Frore (they/she/it) - ancient queen of the IceWings
Ivory (she/her) - Frore's sister/creator of the gift of elegance
Marble (she/they/fae) - ancient queen of the IceWings
Stout (they/them) - ancient ruler of the IceWings/creator of the gift of stealth
Quartz (he/they/she) - Opal's parent/ancient IceWing animus, gift unknown
Conifer (they/she) - ancient queen of the IceWings
Shard (she/her) - ancient queen of the IceWings/Opal's daughter/creator of the gift of understanding
Fulmar (she/her) - ancient queen of the IceWings/creator of the gift of compromise
Sapphire (he/him) - ancestor of Penguin
Shiver (she/they) - ancient queen of the IceWings/Penguin's sister/creator of the gift of strength
Rhinestone (she/her) - Diamond & Frostburn's mother/ancient queen of the IceWings
Frostburn (he/him) - Diamond's brother/Snowfox's father
Pinecone (he/him) - Arctic's brother
Borealis (he/him) - Arctic's brother
Yak (he/they/it) - Arctic's brother
Flurry (she/her) - Snowfox & Snowflake's daughter
Azure (she/fae) - Glacier, Narwhal, Permafrost, & Hare's mother/ancient queen of the IceWings
Snowcap (she/her) - Glacier, Narwhal, Permafrost, & Hare's aunt/ancient queen of the IceWings
Hare (he/him) - Glacier, Narwhal, & Permafrost's brother
Alp (he/they) - creator of the gift of agriculture
3 notes · View notes