#Nurghal Ironhide
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toaarcan · 3 months ago
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Aisling and @paladin-official's Nurghal Ironhide spend their free time bullying necromancers.
Original tweets/source:
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paladin-official · 4 months ago
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If your first oc and your most recent oc got into a fight, who would win and why?
Well, my first first oc was probably like some power ranger knight dino man I made when I was like 5, but the first one I remember well and still own is my D&D Paladin I made at high school, Nurghal Ironhide. His game was a great experience for me despite many bumps, and he helped me fall in love with TTRPGs. Nurghal in post-game is a level 20+ Paladin, uniter of the orc clans, dragonslayer, inventor of many explosive weapons, and leader of several successful campaigns against the Dark Dominion in the underdark to end Menzoberranzan's slave industry. He also married an Archon he met in the afterlife, and during his very long life achieved many more fantastic deeds both in the campaign and after it. My most recent oc is a Signalis Replika of my own design, HANR (Hahn, German for rooster.), which is still very WIP. They are meant to be armoured CQC experts wielding large axes or swords because when I love a setting a lot I like putting knights in it. Hahns are very skilled, strong, and resilient, and known for their undying loyalty and devotion to their charge once they bond with a commanding figure, because what's the point of chivalry if you're not going to dial the knightly devotion to 11? That said, while they are very capable and competent, I feel like an epic level paladin with access to legendary gear and powerful divine magic is more than most Replika can handle due to the different power scaling between D&D and Signalis, so Nurghal probably wins this one. That said, Nurghal only attacks evil or harmful targets, so likely won't initiate the fight unless in self defense or if the Hahn's commander is deemed a threat to others.
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toaarcan · 5 months ago
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I've talked about the Bionicle-flavoured D&D game I was a part of a few times on here, but I kinda want to go over our take on Makuta.
Makuta was, of course, the ultimate villain of the story, and while we didn't finish the game for a host of reasons, we know how it would've gone down had we completed things, and so I can ramble about everything rather than merely speculating.
Makuta and Teridax were separate characters. This was an idea I've seen a couple of times, but here it happened organically. My first PC was Ahkmou (shocker), a Warforged Stone Sorcerer, and as such I gave him a backstory featuring an antagonist based on 01-03 Makuta. One of my friends' first PC was Miserix, a Dragonborn Moon Druid, and as such, he had a backstory featuring an antagonist based on 05-10 Makuta.
These two characters couldn't be the same (well I suppose we could've finagled it so they were, but we didn't), so I avoided naming mine until we landed on the solution that Ahkmou's old nemesis was Makuta, and Miserix's old nemesis was Teridax.
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Makuta and Teridax's initial appearances, respectively.
Teridax ended up being a charismatic and manipulative High Elf with a Wizard/Sorcerer multiclass that sought ultimate power and knowledge, while Makuta was the ancient and terrible Fiendish God of Magic, Power, and Destruction that had ravaged the world in the Great Cataclysm, all that stuff.
They also took inspiration from G2 a bit because this was just after G2 died and we weren't wholly ignoring everything from it yet.
But something happened with that.
See, Teridax was the (apparent) BBEG of the game, and therefore he didn't appear all that much. He would show up every now and then (and most of his appearances were very memorable and tense), but Makuta was different.
Makuta was a PC.
Ahkmou had a passenger. Formerly a servant of Makuta during the Cataclysm, he had turned against his former master and helped the previous generation of heroes stop him. However, when Makuta was shattered into six shards, the smallest and weakest of the bunch buried itself in Ahkmou's core and laid there, dormant, for decades afterwards.
Then, during our first adventure, Ahkmou came close to death, and in a moment of panic and weakness, reached out to the Shard for the power needed to survive, and he got it.
Makuta's power rippled out of Ahkmou's body in an enormous shock wave that ripped up the floor of the room we were in and killed the antagonists we were fighting. Ahkmou began to levitate a few inches off of the ground, his formerly blue eyes burning golden, and started to speak with two voices, the second much deeper and much smoother than his own rather high-pitched and scratchy one (I typically give Ahkmou the voice of Prime Starscream, for reference). The armour on his left hand began to turn black and red, and shortly after leaving the dungeon, he fell into a comatose state.
Makuta had single-handedly ended our part of the adventure (we split the party, oops) with his morning stretch. And he didn't go away.
When Ahkmou awakened, he'd changed a bit. He'd become spikier and meaner, and the subsequent adventure saw the last of his idealism die, when he managed to prevent a conflict with a big redemption speech, only for the BBEG to kill off most of the people he'd saved with a killswitch. After that, Ahkmou became much more aggressive, his biting sarcasm got much crueler, and he began strongly advocating for solving all of our problems with murder.
Originally, Ahkmou had been snarky, but well-meaning, and somewhat cowardly. He secretly held a great admiration for those that saved the world from the apocalypse he helped cause, and used the story of his redemption at the hands of Takanuva to try and inspire others to be better.
But now, there was another voice in his head, encouraging him to take the darker path.
As this was my character, I was the one playing the Makuta presence, and though he was based on 01-03 Makuta... I have a preference for the later characterisation, and so I quickly began to play him more as a thinking, scheming being.
Things got worse in the next adventure. During his coma, I had instead played Aisling, a ruthless and cynical death-worshipper who the party had inadvertently stomped on all the trigger buttons of during their first adventure together. Aisling had returned for vengeance, and the party went to try and stop her. Ahkmou stayed behind, though, because the place the fight would be happening was the resting place of another of Makuta's Shards, the Shard of Fire.
See, Ahkmou dreaded being in close contact with the other Shards. To his knowledge, the Shard of Stone was weak and directionless. It was a lump of power, more power than he could normally wield, but nonetheless it wasn't even sentient. If he were to be in close proximity to one of the bigger, smarter Shards, however, he feared they would merge, and overwhelm him, reviving Makuta in his body. As such, he didn't go to the Charred Forest to confront Aisling.
OOC, this was largely an excuse for me to not have a character on both sides of the conflict.
This ended up being a bad idea. In the battles that followed, Aisling effortlessly exploited the weaknesses of her former allies, soundly beat them at almost every turn, and killed Miserix when he attempted to challenge her alone.
Ahkmou was left feeling terribly guilty, that he could've prevented Miserix's death and helped turn the tide if he were present. At the same time, he largely found himself agreeing with Aisling's motivations, if not her methods, given his own ruthlessness. Even still, he liked and respected Miserix. And the icing on the Cognitive Dissonance Cake was that Aisling had been killed by another villain, revived by her girlfriend, excommunicated from her cult, and essentially forced onto the redemption path. She was still here, still rubbing shoulders with everyone else, and still in the "But I did nothing wrong" phase of the redemption process.
This complex mix of feelings left Ahkmou largely absent for the following few adventures, with Aisling and my third character, Gavla, being my mains in that time.
Worse still, it was during the confrontation with Ash that Teridax revealed himself, and claimed the Shard of Fire, which was all around very bad news.
Two adventures later, we had another run-in with Teridax wherein he also revealed ownership of the Shard of Earth, and this confirmed Ahkmou's worst fears. Someone, somewhere out there, was trying to reunite the pieces of Makuta for some unseen purpose.
Takanuva had done his best to suppress all knowledge of the Shard of Stone. Across the whole world, the only people that knew of it were him, his trusted inner circle, Helryx and her representatives in the guild we were working for, and Ahkmou and his comrades specifically. As far as anyone else knew, there were only five Shards. That his one's element was so similar to Earth only helped them hide it more.
But if Makuta were reunited and revived, he would know he was incomplete, and he would know where to look to find the last piece. No mortal soul would be able to contain and control even half of Makuta's essence, let alone the majority of it, so the odds that Teridax would survive completing his mission were low.
In that moment, Ahkmou should've thanked the party for their support, and left to make the journey to Solspire, the home of the Order of Light and Takanuva specifically. He should've joined forces with his oldest ally, and had his own Shard suppressed or removed.
But he didn't. In part because this was a D&D game and I wanted him to stay with the party, but mostly because Ahkmou was wrong about the Shard.
It wasn't non-sentient. It was, in fact, not just sentient, but sapient. It had grown smarter and stronger ever since he awakened it, with more and more of his body starting to mutate as it reached its corruptive essence further and further into him, and it was already starting to influence his decisions.
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Makuta did not want to be suppressed, and he definitely didn't want his host to be purified, so he instead pushed Ahkmou to a different course of action: Breaking the party away from their previous allegiances and going on a personal quest to find and destroy the rest of the Shards before Teridax could get them. If he only had two, maybe that would be a problem they could stop.
Makuta also implanted the idea in Ahkmou's head that only the Shards could find and destroy each other. Therefore, Ahkmou would need to keep him alive and around in order to achieve his goal.
After all, if Ahkmou is going near the other Shards, then Makuta has a chance to reunite with the rest of himself.
The first we found was the Shard of Water, in a sunken city in an acidic sea. Ahkmou still had enough control to refuse to join the mission below the waves, but nonetheless supplied the others with a specific plan: They should go down there, recover the Shard of Water, and bring it to the surface, so he could destroy it.
In reality, Makuta was just trying to get it brought to him so he could absorb it.
But then, things went differently to his expectations. The fight for the Shard of Water was grueling, having to confront a genocidal fish-man who wanted it for himself, a gang of pirates, and in intensely creepy Wight named Gorast who had been one of Makuta's original followers.
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(Gorast got a model despite her relative non-prominence because I like making nasty-ass zombie-looking creachers in HeroForge)
In the battle that followed, the party had managed to trick Gorast into taking the Shard of Water into herself, and then Nurghal, the party's main Paladin, had been able to bait her into sticking around to try and drain his light and morality with her powers instead of immediately teleporting away, long enough for him to smite her and kill both Gorast and the Shard of Water.
Because Nurghal Ironhide is just that cool.
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Ahkmou's theories about what could kill a Shard proved to be wrong. In any normal situation, this should've been cause for jubilation. Ahkmou could safely purge his own Shard and they could continue the quest without Makuta growing stronger.
But Makuta wasn't happy. In fact, Makuta was fucking steamed. A part of himself had just been killed, perhaps permanently, and he would never be whole again. He was so close, only a few hundred metres from reclaiming part of his lost power, and now it may be gone forever.
So instead, he accentuated the negative. During the drop, Gavla almost died, and Ahkmou has caught feelings for Gavla that he doesn't know how to process, and that gave Makuta a wedge.
Rather than congratulatory and relieved, Ahkmou got snippy with Nurghal, saying his plan was far too risky and could've allowed Gorast to escape with her prize. They almost lost, someone he can't lose almost died, and next time, he's going with them to prevent that.
Over the course of the next few missions, Makuta's influence ramped up, as Ahkmou tapped more and more into the Shards in an effort to survive an attack by the Gravesworn and a hellish jaunt through the Underdark, bargaining more and more of his soul away to protect himself and his comrades.
By the time they reach their next breather spot, he's laser focused on the Shards, and he starts getting aggressive and threatening anyone and anything that would impede his progress toward that goal, even other members of the party.
Because all these detours and distractions and sidequests are hindering him. Stopping to help all these... small, insignificant people, well it won't matter if Teridax beats them to the Shards of Air and Ice, and everyone dies because the world is destroyed.
He doesn't realise that his reasons for being so forceful are increasingly just a mask that Makuta is wearing, even as he articulates them when the others call him on his attitude.
He apologises for his pushiness, for not accounting for the needs of others. He doesn't mean it. He's not really in control any longer. He thinks he is, he's got both hands on the wheel, but Makuta tells him where to go, and he goes.
And then, they finally meet Teridax again. Makuta feels the other parts of himself within his opposite number, and it drives him crazy. Two more parts of himself are within his reach, held by another... and he isn't even using them right.
Teridax isn't mutated like Ahkmou is, and that's not a glamour. He has the Shards within him, but they're dormant. If they weren't, he'd be most of the way to full transformation and completely controlled by Makuta.
Ahkmou was unable to stop him, and Makuta overrode him and attacked.
Still, Teridax was too powerful for the party... and that was exactly what Makuta wanted. Even in his rage, he's scheming. Backed into a corner, Ahkmou had little choice but to give himself fully over to the devil within.
Makuta has won. Over the course of the last few months, he's chipped away more and more at Ahkmou's mind and soul until he can finally wrest full control from his host.
He effortlessly defeats Teridax. He easily dupes the others into thinking he's still Ahkmou, and feeds them a plan that requires them to distract an adult Dragon while he peacefully searches for the Shard of Air, the only person accompanying him being the one member of the party that happens to have the worst WIS save and the worst luck, the one person he knows he can escape.
And he very nearly miscalculates. He's so convinced of his superiority and inevitable victory that he forgets that his companion as a Ring of Spell Turning. He assumes he can just drop a Heightened Hold Person and lord his victory over a captive audience of one, and it almost blows up in his face.
But ultimately, it doesn't matter. He claims the Shard of Air and he escapes to begin his plans proper, and now that he has more of himself again, he finally comes to grasp the totality of the Plan, the goal that the other pieces of himself have been steering Teridax and Ahkmou and any other Shardbearers out there towards.
He prepares for open conflict with Teridax, because one of two things will happen. Either he will kill Teridax, and claim Fire and Earth, or Teridax will kill him, and claim Stone and Air. Either way, the result is the same: Four of the six Shards, in control of one body. Then, they are free to find the last of them, the Shard of Ice.
The Shard of Ice rests in the Winterlands, the home of the cult that Aisling hailed from. In fact, it rests within Vasyana, the leader of that cult, and it has been growing stronger and stronger by feeding on the cult's faith for the Raven Queen. For a piece of a god, the leader of a religious organisation is the about the best place it could end up.
And once they have control of the seat of the Gravesworn, they can open the door to the afterlife and reunite with the Shard of Water, becoming whole again, Makuta reborn in totality.
But if, by some twist of fate, the heroes of this world actually manage to kill them and their host? It doesn't matter. Because they know how the afterlife works. They know that they will simply go there, and reunite anyway, and it will be child's play to resurrect himself.
Because he's Makuta. He's been three steps ahead this entire time.
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For all the things that got messy with R&R, I think we translated the character of Makuta into the game perfectly.
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toaarcan · 7 months ago
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Mercy (Alu-Fiend, Oath of ConquesttheAncients Paladin) mets @paladin-official's Nurghal (Half-Orc, Oath of Devotion Paladin).
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toaarcan · 8 months ago
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Ash, you're doing your anime rival a concern.
Co-starring @paladin-official's Nurghal Ironhide.
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toaarcan · 6 months ago
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They're menaces to society. And kitchenware.
Ahkmou is normally smarter than this, he just has no concept of how food works because he doesn't eat.
Costarring @just-a-bogbear's Karakya and @paladin-official's Nurghal.
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toaarcan · 1 year ago
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Hellsing Abridged quote, featuring a brief cameo from @paladin-official's character, Nurghal Ironhide.
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toaarcan · 2 years ago
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Remaking the journey of Aisling photoset because I made a very minor change to her design and now the whole thing’s outdated AAAAAAAAAAAA.
It is, as before, very long.
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