#arcane or light element is a must
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pequene-ninho · 5 months ago
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Yes…. i’d try….
would you still love me if I scattered to magenta/amber/thistle
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theplotmage · 2 months ago
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Principles and Laws of Magic for Fantasy Writers
Fundamental Laws
1. Law of Conservation of Magic- Magic cannot be created or destroyed, only transformed.
3. Law of Equivalent Exchange- To gain something, an equal value must be given.
5. Law of Magical Exhaustion- Using magic drains the user’s energy or life force.
Interaction and Interference
4. Law of Magical Interference- Magic can interfere with other magical effects.
6. Law of Magical Contamination- Magic can have unintended side effects.
8. Law of Magical Inertia- Magical effects continue until stopped by an equal or greater force.
Resonance and Conditions
7. Law of Magical Resonance- Magic resonates with certain materials, places, or times.
9. Law of Magical Secrecy- Magic must be kept secret from the non-magical world.
11. Law of Magical Hierarchy- Different types of magic have different levels of power and difficulty.
Balance and Consequences
10. Law of Magical Balance- Every positive magical effect has a negative consequence.
12. Law of Magical Limitation- Magic has limits and cannot solve every problem.
14. Law of Magical Rebound- Misused magic can backfire on the user.
Special Conditions
13. Law of Magical Conduits- Certain objects or beings can channel magic more effectively.
15. Law of Magical Cycles- Magic may be stronger or weaker depending on cycles (e.g., lunar phases).
17. Law of Magical Awareness- Some beings are more attuned to magic and can sense its presence.
Ethical and Moral Laws
16. Law of Magical Ethics- Magic should be used responsibly and ethically.
18. Law of Magical Consent- Magic should not be used on others without their consent.
20. Law of Magical Oaths- Magical promises or oaths are binding and have severe consequences if broken.
Advanced and Rare Laws
19. Law of Magical Evolution- Magic can evolve and change over time.
20. Law of Magical Singularities- Unique, one-of-a-kind magical phenomena exist and are unpredictable.
Unique and Imaginative Magical Laws
- Law of Temporal Magic- Magic can manipulate time, but with severe consequences. Altering the past can create paradoxes, and using time magic ages the caster rapidly.
- Law of Emotional Resonance- Magic is amplified or diminished by the caster’s emotions. Strong emotions like love or anger can make spells more powerful but harder to control.
- Law of Elemental Harmony- Magic is tied to natural elements (fire, water, earth, air). Using one element excessively can disrupt the balance and cause natural disasters.
- Law of Dream Magic- Magic can be accessed through dreams. Dreamwalkers can enter others’ dreams, but they risk getting trapped in the dream world.
- Law of Ancestral Magic- Magic is inherited through bloodlines. The strength and type of magic depend on the caster’s ancestry, and ancient family feuds can influence magical abilities.
- Law of Symbiotic Magic- Magic requires a symbiotic relationship with magical creatures. The caster and creature share power, but harming one affects the other.
- Law of Forgotten Magic- Ancient spells and rituals are lost to time. Discovering and using forgotten magic can yield great power but also unknown dangers.
- Law of Magical Echoes- Spells leave behind echoes that can be sensed or traced. Powerful spells create stronger echoes that linger longer.
- Law of Arcane Geometry- Magic follows geometric patterns. Spells must be cast within specific shapes or alignments to work correctly.
- Law of Celestial Magic- Magic is influenced by celestial bodies. Spells are stronger during certain astronomical events like eclipses or planetary alignments.
- Law of Sentient Magic- Magic has a will of its own. It can choose to aid or hinder the caster based on its own mysterious motives.
- Law of Shadow Magic- Magic can manipulate shadows and darkness. Shadowcasters can travel through shadows but are vulnerable to light.
- Law of Sympathetic Magic- Magic works through connections. A spell cast on a representation of a person (like a doll or portrait) affects the actual person.
- Law of Magical Artifacts- Certain objects hold immense magical power. These artifacts can only be used by those deemed worthy or who possess specific traits.
- Law of Arcane Paradoxes- Some spells create paradoxes that defy logic. These paradoxes can have unpredictable and often dangerous outcomes.
- Law of Elemental Fusion- Combining different elemental magics creates new, hybrid spells with unique properties and effects.
- Law of Ethereal Magic- Magic can interact with the spirit world. Ethereal mages can communicate with spirits, but prolonged contact can blur the line between life and death.
- Law of Arcane Symbiosis- Magic can bond with technology, creating magical machines or enchanted devices with extraordinary capabilities.
- Law of Dimensional Magic- Magic can open portals to other dimensions. Dimensional travelers can explore alternate realities but risk getting lost or encountering hostile beings.
- Law of Arcane Sacrifice- Powerful spells require a sacrifice, such as a cherished memory, a personal item, or even a part of the caster’s soul.
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talonabraxas · 25 days ago
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Sun Talon Abraxas
Let us adore the supremacy of that divine sun who illuminates all, from whom all proceed, to whom all must return, whom we invoke to direct our understandings aright in our progress towards his holy seat. -The Gayatri
Where is the birthplace of the radiant sun that the Greeks rose to meet at dawn with a kiss upon their upraised hands? From whence came Helios, son of Hyperion "The High Going" and Euryphaëssa "The Far Shining"? What is the source of the light that shines from Loka Chakshuh, the Vedic "Eye of the World"?
The Egyptians symbolized the birth of the sun through descriptions of the infant sun-god Horus, who arose from within the petals of a sacred blue lotus floating upon an endless sea. This sun was the "Eye of Ra," the "good eye of heaven" as the Samoyeds say. The idea of the eye of god was and is very widespread in the world. The fact that many people have conceived of the sun as both a youthful hero and an aged father merely suggests the cyclic rebirth of the orb's penetrating gaze.
Loka Chakshuh or Surya is depicted in the Vedas as the Godhead. of Supreme Truth and Knowledge, the Lord of Light. His two functions are luminous vision and luminous creation, suggesting that the vision of Truth and Knowledge is followed by the creation of Light. The medieval alchemists spoke of the sol niger, the black or invisible sun which they related to prime matter and the unconscious. The visible sun is at the nadir, out of which depths it must ascend toward its zenith, the invisible apex that oversees the creation of light.
"Chaos ceases at the effulgence of the Ray of Primordial Light helped on by the Word of the Central Sun." During the active periods of being, this central, invisible source gives rise to a stream of ceaseless energy whose vibrating currents become more active at each descending rung of the sevenfold ladder of being. The equinoxes and various other cyclic phases and periods of the visible solar course are only symbols of the singular truth which remains hidden. The activity of this energy, increasingly involuting into gross matter, can be seen as a demonstration of numerical patterns which are arcane hieroglyphs containing the keys that yield an ever greater abstract knowledge of solar reality. The Secret Doctrine describes the Central Sun as an unseen point in sidereal space which constantly attracts our solar system. It is the Centre of Rest to which all motion is ultimately referable. It is the "reservoir within which divine radiance, already differentiated at the beginning of every creation, is focused." This focal point is everywhere and yet – like the logos – it is somewhere. As the earth is attracted to the sun in our solar system (though obviously the centripetal forces in the system are counterbalanced by the centrifugal), so our sun is a servant to a more remote centre around which it revolves. One may imagine increasingly expanded systems ultimately resolving themselves within a solar centre which encompasses all but which exists on an inconceivably homogeneous plane of matter. One may analogically imagine all systems resolving themselves into an essential, primordial point in endless space. In our cogitations, we are wise to remember the admonition that not even the Dhyan Chohans can penetrate the mysteries of the boundaries separating the milliards of solar systems from the Central Invisible Sun.
In The Book of Dzyan the Central Sun is portrayed as causing the mysterious force called Fohat to collect primordial matter into globules and impel them to converge together as aggregates. This recommencement of spiralling motion, brought on by the heat of the Great Breath, creates the conditions necessary for the birth of the first 'primitive family,' the differentiation of matter into elements and sub-elements or what Occultism calls "temporary appearances." Such heterogeneous and temporary appearances are the prototypes of the visible suns and systems of planets as well as all the various combinations of life that they sustain. The principle activating and extending this process is the centrifugal energy of the universe – Lucifer, Lux, the light made visible in our solar system. It conveys the radiant energy flowing from the Central Sun which thus called into being and electrified the visible sun and earth and created the tension responsible for the revolution of the latter around the former. The activating principle of the earth can be traced through the physical sun to an energy that rises on a less mundane plane of existence.
In this vast and multifarious universe, there are grades of solar bodies which are like 'organs' acting in the whole process of creation in conjunction with electrical channels that convey their collective influence to the earth. The Fiery Breath which resides beyond manifested nature emanates the Central Spiritual Sun, parent of electricity, the fire of life and the manifested universe. Through seven planes of being, like the many-storied universe envisioned by Siberian people, the suns beget sons which become solar centres of life energy at progressively more concretized levels. The Dhyan Chohans, the Seven Divine Sons of the One Light, are luminous suns existing in an incorporeal condition like divine parents of subsequent septenate life. These Holy Ones embody the emerging primal elements in their most pristine essence and harmonious balance. Like rays from a virginal fire, they give of their essence, instilling divine intelligence into the progeny of their sovereign lineage.
It was the descendants of these Lords of Light who took on increasingly material garb and eventually walked upon the earth among men of many races and conditions. These great Heroes, like the rising sun, always came from the East. As Divine Races among men, they gave out sacred teachings and provided the foundations for the development of all the great civilizations that have existed in human history. These were the Solar Races around whom religious cults developed in every inhabited part of the world. These cults reached great heights in India, Egypt, Africa and the Americas, including the complex form which developed in Peru. There the Ynca, the first children of the sun, were placed by their Father in Lake Titicaca, one of the highest lakes in the world. From this solar brother and sister issued a lineage of royal descendants who were all known as children of the sun and called ynca. They ruled as Divine Kings and through elaborate ritual maintained a living link between the Sun as Godhead and the people of the mountainsides. In India the Surya Vansa or 'race of the sun' laid down its dynasty in Ayodhya. The Rig Veda speaks of them as solar kings. Later these kings became deified and their worship was the earliest anthropomorphization of the great primeval faith which considered the sun as Master of Life and Death. From this early and inspired devotion eventually arose ancestor worship which, wherever it exists in the world, is usually associated with a cult of the sun. As the sun is eternally reborn, so men are inspired to seek the source of their own rebirth and immortality. In allegorical fashion they achieve a sort of lineal immortality by keeping alive the psychic link with ancestors who are reborn again in the children of devout worshippers.
The sun is sometimes symbolically described as the 'heart' and 'brain' of the solar system. From it sensations radiate into "every nerve center of the great body." But it is only a "window cut into the real Solar Presence" which reflects the interior work. From within there is a circulation of vital fluid that passes through our solar system like the circulation of blood within an organism. The sun contracts and expands like the human heart, its systolic and diastolic phases marking the eleven-year sun-spot cycles which are intimately connected with solar eruptions affecting the earth and other planets. Each year the solar 'blood' passes through its 'auricles' and 'ventricles' before washing out the lungs' and passing into the 'veins' and 'arteries' of the system to complete the eleven-year cycle.
Through a telescope, the appearance of the physical sun is that of a disk with sharply defined edges, its brightest area being at its centre. During a solar eclipse, the corona may be seen to radiate out from this edge like a luminous halo, its shape varying with the phases of the sun-spot cycle. Spectroscopic findings reveal that sun-spots are merely indicators of activity going on within the sun. Like tubes, they penetrate through the convection zones toward the central zone. Here atomic radiations, which are largely reabsorbed due to tremendous gravitational pressures, counterbalance the centripetal force by a steady radiation pressure. One could say that the work of the centre is 'pushing out,' which is significantly reflected in the Sanskrit word Surya, whose root su means 'to press out' and is compounded in the term asu meaning 'to breathe.'
During solar storms great streams of highly ionized particles spiral in colossal arcs out from the sun's surface. These predominantly hydrogenate particles rush through space and impinge upon the earth's atmosphere, vastly affecting its climate, stirring up its atmosphere and affecting rates of change and growth around the globe. These currents run along the 'nerves' described in occult doctrine and recharge the system, breaking down and refining material with their fiery sharpness. The hidden 'heart' of the sun expands with this ionized 'blood' and washes clean the lungs' of space within the solar system. With electrifying power it fills the 'veins' and 'arteries,' revitalizing all aggregates of life within its system. Despite their enormous effect upon the earth, these 'storms' are really minor aspects of the sun's own colossal cyclic scale. Given the amazingly balanced reserve of energy that the sun continually maintains, it is, relative to this larger perspective, almost calm and unchanging, as the poets and mathematicians say. At the solar centre, mass is extremely concentrated and, due to enormously high temperatures, only the most 'elemental' forms of matter could exist there. Chemical modification occurs as energy is convected out towards the surface of the sun where conversion to light energy takes place. The 'heat' in the dense solar centre is quite different from that which is produced by the radiating rays at its surface where the density of matter is less than that of air. This central heat, which continually maintains itself, involves a concentration of matter that suggests activities of incalculable power, controlled by an arcane principle of complete equilibrium at a primal level. To put it in terms of the solar 'heart' and 'brain,' the massive and thunderous beating of that 'organ' is contained by an autonomic system, as it were, which reflects the dictates of a highly synthesized and anterior light. This is directly analogous with the function of the pineal gland within the human brain which synthesizes light and regulates the performance of all the bodily rhythms. It is also the basis, intuitively or cognitively, of the frequent reference made by classical writers to man as a sun.
The Puranas tell how the Devas asked the Rishis to bring the Sun into Satya Loka. The Sun-God warned them that if he left his place the world would be destroyed. One of the Rishis offered to put his 'red cloth' in the place of the Sun's disk and thus originated the visible shell of the sun. In fact, the sun is thickly surrounded by a red shell of matter, and it is only during a solar eclipse that we can gain the "indisputable evidence" of the real sun. This 'robe' of the sun, as the ancients called it, is made up of all the chemical elements to be found on earth and on every other planet but they exist in a more 'developed' state of matter, and our globe must necessarily become far more 'refined' before its elements could match the condition of those within that chromosphere. The whole magnificent process, involving the replacement of our earthly molecules with the 'giant atoms' from the Infinitude 'above,' is a grand symbol of what takes place microcosmically along the Guruparampara chain between teacher and disciple. Like the magnetic sun, the teacher attracts the chela, but the very centrifugal force of his luminous power forces the disciple to discover his own orbit, that he may eventually become a source of light himself. And just as the 'storms' upon the sun's surface seem to almost overwhelm the humble planet, so the forces surrounding the Guru must be slowly approached and assimilated by the disciple. An infinite process of exchange and refinement must take place.
We are advised that in order to acquire an understanding of the refined condition of the solar photosphere and chromosphere we must possess a knowledge of the sixth state of matter. In man this would correlate with the lighting up of buddhi. To achieve this one must work backward from the kama rupic vehicle to the awakening of manas which, The Secret Doctrine states, is endowed by the "spirit of our Visible Sun." In wedding manas to buddhi, man approaches the "Equatorial Sun" at the third level of manifestation. Beyond this radiates the "Polar Sun" which gives to man the spark of Atman from the Central Spiritual Sun. In pursuing upward along this vital channel within his being, man gradually realizes the Kshetrajna within, "The Soul's Spiritual Sun."
At all levels the sun is the most perfect symbol for this divine process. It not only points to the source of all process itself but commands the central position of omniscience in the universe. As the Vedas teach, all the gods attain to vastness by following Surya. Being exalted, He sees all and therefore knows all and, as one who takes in the whole world at a glance, He was invoked by the ancient Greeks in taking oaths. Not only does He make clear the path of goodness and purity to those who seek to walk in it, but He is pure Himself. As Kepler understood, He is physically at the spatial centre of the solar system and is symbolically representative of abstract Oneness. He is Sol, Solar, the absolute 'Good' overbrooding Plato's Divided Line. Like the seed of the arcane ancestor, the sun never dies but is always reborn. The transformation of a mere one percent of its mass from hydrogen to helium supplies enough energy to insure radiation and life-breath for at least a billion years. The extinction of our sun lies so far in the future that countless stages of refinement shall have affected all life within the entire solar system, producing forms and levels of consciousness few men have dreamed of on this earth. "Before the hour of the 'Solar Pralaya' strikes on the Watchtower of Eternity, all the other worlds of our system will be gliding in their spectral shells along the silent paths of Infinite Space." All the compassionate and stormy exchanges between spirit and matter that will have produced the perfected harvest of this solar system will be completed and their refined essence will have moved on to other arenas of universal evolution.
The Tarot relates the sun to purification and tribulation, "the sole purpose of which is to render transparent the opaque crust of the senses so that they may perceive the higher truths." Man, in his efforts to purify himself, unites himself by degrees to his prototype in heaven. As he does, he is drawn higher and higher, into successive rays, each of which supersedes the one lower, causing it to break away, until he is at last drawn into the highest beam of the Parent-Sun. It is taught that upon the death of one who has attained moksha, the soul goes from the heart of the body to the crown of the head, traversing the sushumna nerve. Thence it goes to the region of Surya Mandala along the solar rays and, entering into the Sun, is released into Paramapadha, the realm of the essence of the body of Ishwara. Tat tvam asi – THAT THOU ART. Surya Gayatri Mantra: “Om Bhaskaray Vidmahe Martanday Dheemahi Tanah Surya Prachodayat”
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att9me · 27 days ago
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Get to Know My Tav!
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(I saw this template and had to get all of this out my head!)
Tufani Anu / Human / Storm Sorcerer / He/Him / 25
What’s your Tav’s…
Favorite Weapon: Cacophony Quarterstaff (prefers to cast via his hands though)
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Style of Combat: Long-Range, Blaster, Crowd-Control; Tufani prefers to lead his companions from behind, like a general. He’ll hang back or fly high to cast his elemental spells to do powerful blasts and widespread damage or use the weather to alter the battlefield for his allies.
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Most Prized Possession: A divination mirror given to him by his belated grandmother. It allows to him divine truths, aid in rituals, and speak to his ancestors.
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Deepest Desire: Tufani is pragmatic and responsible by nature and through guidance from his parents and elders. However, deep down lies a free spirit that longs to live in the sky with nothing beneath him but the blue of the sea.
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Guilty Pleasure: Sweets/Desserts. He has a big sweet tooth especially for cakes and breakfast pastries.
Best-Kept Secret: He comes from a long line of powerful, elemental sorcerers via his mother (an earth sorcerer). Therefore, his elemental magic is very intertwined with his emotions and he must keep them in check to cast effectively. The tattoo on his face is also not just for aesthetics. It’s a mark of his heritage and serves as his arcane focus.
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Greatest Strength: Empathy, Compassion. Tufani was raised by not just his immediate family but also extended family and the surrounding community as well. He taught to use his magic to help and aid others. This is why he looks after the companions so much as well those they help on their journey.
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Fatal Flaw: Overextension/Addicted to responsibility. Tufani is conditioned to helping out his family, friends, and community so much that it spreads him thin and wears him out. Unfortunately, he repeats this pattern with the camp companions and all the helpless people the meet on their way to Baldur’s Gate that it leads to him being overwhelmed and burned out.
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Favorite Smell: Floral and Tropical scents.
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Favorite Spell or Cantrip: Ice Storm and Ice Knife. As a Storm sorcerer, Tufani’s atmokinetic magic gives him control over multiple elements: wind/air/thunder, rain/fog/mist/water, light/heat/lightning, and cold/ice. To most people’s surprise, ice is his go-to element, not lightning. It’s the element that intertwines with his anger and it feels good to let it out.
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Pet Peeve: Arrogance, Selfishness. Tufani detests arrogance as well as wanton selfishness. He’s not opposed to one putting themselves first , if necessary. However, when it comes before the survival and needs of others, absolutely not. This is initially why he clashes with Astarion and Lae’zel.
Bad Habit: Self- Isolation. Despite growing up surrounded by so many people, Tufani is an introvert by nature. He loves to be by himself when he gets the chance. However, it’s also a coping mechanism that he uses to hide his emotions and vulnerability. Usually leading him to not seek help when he needs to.
Hidden Talent: Expert Gardener/Herbalist. Tufani has a natural affinity with nature. Thus, his love for gardening and herbalism is one of his favorite pass-times. The hobby was passed down to him from both his mother and grandmother. Tufani is also a great at drawing which he gets from his father. He usually likes to draw scenes and stills from nature and occasionally people (when they aren’t looking).
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Leisure Activity: Reading. He loves to read books about history, botany, and animals. He’ll also read an adventure book from time to time.
Favorite Drink: Tea. He also enjoys the occasional Whalebone Spiced.
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Comfort Food: Seafood (especially calamari and crab). He is native to isles and thus has a love for heavily spiced seafood much to Gale’s chagrin (they argue over being camp cook as much as they debate sorcerer vs wizards).
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Favorite Person: Wyll Ravengard
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Favorite Display of Affection (Platonic and/or Romantic): Interlocking of Arms. He loves it when Wyll offers his arm for him to wrap his own hand or arm around it.
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Fondest Childhood Memory: Attending the island festivals with his parents.
And that’s my tav, Tufani Anu! I’ve had these thoughts in my head for a while now and it feels good to finally get it all out.
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saltminerising · 11 months ago
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Some of the elements are really weird in fr world. You have the four basic elements that are commonly used in fantasy worldbuilding, but then you have plague, arcane and shadow. Shadow in fr is especially weird because it isn't just a lack of light, it's its own black gooey thing that can spread and eat light. And it's different from the shade, which I think is the lack of everything but it has teeth and evil? I remember in the sornieth lore story shadowbinder got creep out when the shade attacked the planet because it became too dark....... So shadow must also has a tiny bit of light in it to be able to function? Is the opposite also true? Most importantly, do you think shadowbinder sleep with a nightlight on and lightweaver sleep with a sleep mask?
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lokidokieokie · 1 year ago
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Beyond the Pages | Chapter #2 -- Unveiling Mysteries
Series Summary: It was just your weekly trip to the comic-book store. While looking for a comic for your collection, you stumble upon an old-looking book, with an odd combination of symbols on the cover. You, being drawn to the weirdness of it, pick it up and open the cover. A strange force surrounded your person; and the next thing you knew, you were waking up on the steps of what looked to be 177A Bleecker Street. What had you gotten yourself into?
Pairing: Eventual Stephen Strange x Fem!reader
Warning(s): none that I can think of, lemme know if I've missed something
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The Sanctum Sanctorum hummed with an ethereal energy as you followed Doctor Strange deeper into its enigmatic halls. Ancient artifacts lined the shelves, their whispers of power and history surrounding you like a cloak. It was a surreal experience, walking among relics that had only existed in the pages of comic books or the frames of movies.
As you navigated the winding corridors, Stephen's focused demeanor mirrored your own curiosity. He seemed determined to uncover the truth behind your sudden arrival in the Marvel Universe. You couldn't help but feel a mixture of awe and trepidation at his presence. After all, this was the legendary Sorcerer Supreme, a master of the mystic arts.
Finally, you reached a chamber filled with flickering candles and a large circular table. The atmosphere was heavy with anticipation as you both took your seats. Stephen studied you intently, his eyes piercing through the veil of uncertainty.
"Y/n, we must delve deeper into the origins of this comic book and the forces that brought you here," he said, his voice laced with a sense of urgency. "It's essential to understand the extent of your connection to this reality."
You nodded, swallowing the nervous lump in your throat. "I'm ready," you replied, determined to uncover the truth behind your extraordinary journey.
Stephen reached out and placed his hands on the table, palms facing upward. He closed his eyes, drawing upon his mystical powers to connect with the arcane energies surrounding you both. A faint glow emanated from his hands as he channeled his focus.
"I shall commune with the Book of the Vishanti," Stephen intoned, his voice resonating with ancient power. "It holds the knowledge of all things mystical and may reveal the answers we seek."
As he invoked the Book of the Vishanti, a large tome materialised in front of him, its pages adorned with intricate illustrations and incantations. Stephen's fingers traced the symbols delicately, his touch unlocking the secrets within.
A soft glow enveloped the room as he began to recite an incantation, the words resonating with power. The book responded, its pages flipping rapidly as if guided by an unseen force. Images and words danced across the parchment, revealing snippets of forgotten lore and hidden truths.
Moments stretched into minutes, and the air crackled with anticipation. Finally, Stephen's eyes snapped open, a mixture of determination and surprise in their depths.
"The Nexus of All Realities, as we suspected, is the catalyst," Stephen revealed, his voice filled with newfound understanding. "It acts as a conduit, drawing elements from various dimensions and merging them into one."
You leaned forward, eager to grasp any information that could shed light on your situation. "But how does the comic book fit into all of this?" you asked, unable to contain your curiosity.
Stephen's gaze turned thoughtful as he connected the dots. "The comic book you held, Ella, served as a key—an anchor between your world and this reality. The Nexus recognised your deep connection to what you call the Marvel Universe, and in its enigmatic workings, it brought you here."
The revelation left you speechless. The idea that a mere comic book had become the bridge between dimensions was mind-boggling. It blurred the lines between fiction and reality in a way you could never have imagined.
"Can I go back?" you ventured, your voice filled with a mixture of hope and uncertainty.
Stephen's expression softened, empathy shining in his eyes. "I will do everything in my power to find a way," he assured you. "But unraveling the secrets of the Nexus and its interdimensional workings will take time."
As you absorbed his words, a newfound resolve sparked within you. You were determined to navigate this unfamiliar realm and find your way back home. But for now, you would embrace the opportunity presented to you, to witness firsthand the heroes and legends you had admired from afar.
You nodded, a flicker of determination in your eyes. "I trust you, Stephen. Lead the way."
And this is where your journey of exploration and discovery, delving deeper into the mysteries of the Marvel Universe and the intricacies of the Nexus of All Realities began. The path ahead was going to be filled with challenges and revelations, but with the Sorcerer Supreme as your guide, you knew you were in capable hands.
Little did you know that your presence in this reality would have far-reaching consequences, not only for your own fate but for the delicate balance of the multiverse itself.
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A/N My placement has finished...I'm really going to miss those crazy kids! New content will be coming out (hopefully) much quicker now that I'm not as busy!
🏷 @thewaithfuckingannoyme @evelyn-kingsley @moonlight-ee @fall-myriad @ironstrange1991 @night-spectrum @janora00 @sammy-13 @lokisfavtoy @leniram1890
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storytimewithnova · 7 months ago
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*Inspiration** this story was inspired by 7 Fates BTS
*Background:**
"Stray Kids: Arcane Echoes" is set in a mystical world called "Aetheria," a land where ancient magic and futuristic technology coexist. The Stray Kids members are part of an elite group known as "The Echoes," each with their own distinct powers and backstories, bound by fate to protect Aetheria from the rising darkness.
**The Characters:**
1. **Bang Chan - The Ancestral Light**
- Leader of The Echoes, Chan wields the ancient power of light inherited from the founders of Aetheria. With the ability to illuminate darkness and heal wounds, he is the guiding force that keeps the group united.
2. **Lee Know - The Mirage Master**
- With the power to create illusions and manipulate perceptions, Lee Know is the master of deception. His abilities are crucial for their missions, often using his powers to cloak their movements or to disorient their foes.
3. **Changbin - The Shadow Forger**
- Changbin controls shadows, able to mold them into solid forms for stealth or combat. His power is double-edged, though, as he must balance the creeping darkness within him.
4. **Hyunjin - The Blade Dancer**
- A warrior with the grace of a dancer, Hyunjin can summon ethereal blades that respond to his movements. His fighting style is a mesmerizing blend of dance and deadly precision.
5. **Han - The Beast Whisperer**
- Han has a unique connection with the mythical creatures of Aetheria. He can communicate and command beasts, often using this bond to gather intelligence or aid in battle.
6. **Felix - The Elementalist**
- Felix has the rare ability to harness and combine elemental forces. Fire, water, air, and earth bend to his will, making him a dynamic and unpredictable force in any confrontation.
7. **Seungmin - The Void Seer**
- Gifted with foresight, Seungmin can see potential futures, a power that is invaluable for planning their defenses and strategies. However, his visions are often cryptic and come with a cost.
8. **I.N - The Nexus Keeper**
- The youngest, I.N has the ability to open and close portals to different locations and realms within Aetheria. This makes him key to their travels and escapes, though he is still learning to control his vast potential.
In the bustling city of Aetheria, where magic flowed through the air like a gentle breeze, a group of seven young men stood at the forefront of the battle against the encroaching darkness. Together, they were known as The Echoes, a legendary team of warriors with extraordinary powers and unwavering determination.
Bang Chan, with his golden eyes and calm demeanor, stood at the helm as the Ancestral Light. His power was as bright as the sun itself, able to banish shadows with a mere flick of his hand. He was a pillar of strength and guidance for the group, always ready to lead them into battle with unwavering resolve.
Beside him was Lee Know, the Mirage Master, a master of deception and illusion. With his quick wit and cunning mind, he could turn the tide of any fight with a well-placed illusion or misdirection. His smirk was as sharp as his mind, always ready to outwit their enemies and keep his teammates on their toes.
Changbin, the Shadow Forger, was a brooding figure with a darkness lurking within him. His control over shadows was both a blessing and a curse, allowing him to slip through the night like a ghost but also testing his resolve to stay in the light. Despite his inner struggles, he was a fierce fighter and a loyal friend to all.
Hyunjin, the Blade Dancer, moved with the grace of a swan and the precision of a master swordsman. His ethereal blades danced through the air, slicing through enemies with deadly accuracy. He was a force to be reckoned with on the battlefield, his movements as mesmerizing as they were deadly.
Han, the Beast Whisperer, had a special bond with the creatures of Aetheria. With a simple gesture, he could call forth beasts of all shapes and sizes to aid them in battle. His gentle nature belied his fierce determination to protect his friends and the world they called home.
Felix, the Elementalist, was a whirlwind of power and energy, able to manipulate the very elements themselves. Fire roared at his command, water danced at his fingertips, and the earth trembled beneath his feet. His versatility made him a formidable opponent and a valuable asset to The Echoes.
Seungmin, the Void Seer, was a quiet presence among the group, his eyes always searching the horizon for signs of danger. His visions of the future were both a blessing and a curse, offering glimpses of what may come but also filling him with a sense of foreboding. Despite his inner turmoil, he was a trusted ally and an invaluable strategist for the group.
And finally, there was I.N, the Nexus Keeper, the youngest member of The Echoes. His ability to open portals to different realms and locations made him a vital part of their team, despite his lack of experience. His innocent smile and boundless curiosity brought a sense of lightness to their darkened world, reminding them all of the beauty worth fighting for.
Together, The Echoes stood united against the darkness, their powers intertwined like the threads of fate itself. As long as they remained together, as long as they fought as one, they knew that they could overcome any obstacle in their path. And so, with a shared determination burning in their hearts, they set out once more to protect Aetheria and ensure that light would always triumph over darkness.
As The Echoes ventured further into the depths of Aetheria, they encountered a new and powerful enemy unlike any they had faced before. The darkness that threatened to consume their world seemed to be growing stronger, its malevolent presence tightening its grip on the land.
Bang Chan's eyes narrowed as he surveyed the ominous clouds gathering overhead, a sense of foreboding settling heavy in his chest. He knew that this battle would be their greatest challenge yet, one that would test not only their individual powers but also their bond as a team.
Lee Know stepped forward, his hands crackling with energy as he prepared to weave his illusions to hide their movements from the enemy. Changbin's shadowy form darted ahead, scouting the terrain for any hidden threats, while Hyunjin twirled his blades in a deadly dance, ready to strike at a moment's notice.
Han's connection with the creatures of Aetheria stirred restlessly, sensing the growing tension in the air. Felix's elemental powers crackled and sputtered, the elements themselves seemingly agitated by the encroaching darkness. Seungmin's eyes glazed over as he focused on the shifting shadows, trying to glean any insight from the murky depths of the future.
And in the center of it all was I.N, the Nexus Keeper, a beacon of light amidst the encroaching darkness. His portals shimmered with potential, offering a glimpse of escape or a path to victory. Despite his youth, his courage burned bright, a reminder to his teammates that even the smallest among them could make a difference.
The battle raged on, a cacophony of magic and steel clashing against the growing darkness. The Echoes fought with a ferocity born of desperation, each member pushing themselves to their limits and beyond. As the enemy's forces closed in around them, their bond as a team only grew stronger, a beacon of hope in a world teetering on the brink of destruction.
And in the end, it was their unity, their unwavering determination to stand together against the tide of darkness, that ultimately led them to victory. The enemy was vanquished, the darkness dispersed, and Aetheria was saved once more thanks to the bravery and sacrifice of The Echoes.
As the dust settled and the sun peeked out from behind the clouds, Bang Chan looked around at his teammates, a sense of pride and gratitude swelling in his heart. They may have faced countless trials and tribulations, but through it all, they had remained unbroken, a shining example of what could be achieved when hearts and powers were united for a common cause.
And so, with renewed determination and a shared sense of purpose, The Echoes stood ready to face whatever challenges the future may bring, knowing that as long as they stood together, they could overcome anything that came their way. And so, the legend of Stray Kids: Arcane Echoes lived on, a testament to the power of friendship, courage, and the unyielding light that could never be extinguished.
As the dust settled and the enemy vanquished, a heavy silence descended upon The Echoes. The weight of their victory felt heavy on their shoulders, a stark reminder of the sacrifices they had made and the toll it had taken on each of them.
Bang Chan's normally bright eyes were shadowed with exhaustion, his hands trembling slightly as he sheathed his sword. The burden of leadership sat heavy on his shoulders, the weight of each decision made weighing him down like chains.
Lee Know's illusions flickered and faded, leaving him feeling exposed and vulnerable. The Mirage Master's mask of confidence slipped, revealing the cracks in his armor and the doubts that gnawed at his soul.
Changbin's shadows writhed around him, a writhing mass of darkness that seemed to be consuming him from within. The Shadow Forger's power had always been a double-edged sword, but now it felt like a curse, a constant reminder of the darkness that lurked within his own heart.
Hyunjin's blades clattered to the ground, his movements losing their fluid grace as he stumbled backwards, his breath coming in ragged gasps. The Blade Dancer's usually steady hands shook as he struggled to contain the whirlwind of emotions raging within him.
Han's connection with the beasts of Aetheria had left him drained, his heart heavy with the echoes of their pain and fear. The Beast Whisperer's usually warm eyes now held a haunted look, a reflection of the toll his powers had taken on his own spirit.
Felix's elemental powers crackled and fizzled, the once vibrant flames of his confidence now smoldering and dim. The Elementalist's usually easy smile was replaced with a hollow look, a mask of indifference hiding the turmoil roiling beneath the surface.
Seungmin's visions had left him drained and disoriented, his head swimming with fragmented glimpses of possible futures. The Void Seer's usually sharp mind was clouded with uncertainty, his confidence shaken by the realization that even his foresight had its limits.
And I.N, the Nexus Keeper, was wracked with guilt, the weight of their victory heavy on his young shoulders. The youngest among them, he felt the burden of their sacrifice keenly, the knowledge that they had narrowly escaped tragedy leaving a bitter taste in his mouth.
As they stood together, the silence between them was heavy and oppressive, a reflection of the wounds they carried both physical and emotional. The echoes of their battle still lingered in the air, a reminder that victory had come at a cost, a toll that none of them could truly escape.
But despite the pain and the weariness, there was a flicker of something in their eyes, a shared understanding that in their darkest moments, they could always rely on each other. And so, with a silent nod of solidarity, The Echoes turned to face the uncertain future, knowing that as long as they stood together, they could weather any storm that came their way.
As the sun began to rise over the horizon, casting a warm golden light over the weary group of Echoes, a sense of determination settled over them. The shadows of doubt and fear began to recede, replaced by a quiet resolve to face whatever challenges lay ahead, together.
Bang Chan stepped forward, his voice strong and steady as he addressed his comrades. "We may be weary, and the road ahead may be treacherous, but as long as we stand united, there is nothing we cannot overcome. We are The Echoes, bound by fate and forged in the fires of adversity. Let us face the future with courage and conviction, knowing that no matter what lies ahead, we will face it together."
With a shared nod of agreement, the members of The Echoes stood tall, their bond stronger than ever in the face of adversity. As they turned to face the path that lay ahead, a new sense of purpose and determination burned bright in their eyes, a testament to the unbreakable spirit that bound them together.
And so, as the sun rose higher in the sky, casting a warm glow over the land of Aetheria, The Echoes set out once more, ready to face whatever challenges awaited them, secure in the knowledge that as long as they stood side by side, they could overcome any obstacle in their path.
And so, the legend of The Echoes of Stray Kids, protectors of Aetheria, continued to grow, their bonds of friendship and unity shining like a beacon in the darkness, a testament to the power of courage, loyalty, and trust in the face of adversity.
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txmehunting · 17 days ago
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At first it was the deceased that was drawn to the reaper; now, it is the reaper who comes for the deceased.
“ ...Forgive me if I'm meddling or incorrect in some way. ”
The reaper extends his hand out, but what that thin-fingered claw does is not take but instead gives. It gives in a green, pulsing light, warm in its touch where death is unforgivably cold, and the ancient tongue slips between Pelleas's lips, words that sound familiar yet not quite right.
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He speaks it twice, different incantations each time, but when he has finished, the healing glow gone, what has been left behind for Sennō is a charge of a particularly potent Recover and Restore spell both.
Pelleas's free hand clutches for the space over his lungs, feeling his own chest constrict and the air too difficult to breathe in for a moment, a sharp pain striking him, but that too eventually passes. The stench of blood hits the air, a new wound opening up on Pelleas's side, but the scent is all he allows to be open to the naked eye, the site of it hidden beneath his robes and attire.
“ I'm not entirely certain what is going on with you, but... I know I look like you do sometimes because of my own choices long ago, ”  Pelleas admits.  “ If I'm correct, what I did can never solve the root of whatever ails you, but... I hope it helps you handle it more easily tonight. ”
yet again the wounded animal is visited. just construct a cage for him and charge an entry fee; if he's going to be gawked at in his hole, then he might as well get paid for it.
the character that meets him now is the meek reaper, though for a moment sennō believes it truly is his time. his thoughts are slow and meaningless. slop, to be crass. just take him while he's at his lowest. it's not like he'll remember.
but the reaper does not. instead, he does something weird.
he chants something in a language wholly foreign to sennō ( which doesn't require much, given the state he's in ), twice over with different sounds. his mind struggles to make sense of it, gives up, tries again, gives up a second time, then suddenly
things have returned to him.
not completely, perhaps, but he can understand the common tongue better. his mind begins to restock its arcane knowledge; the script for fire, the casting strokes for elwind. the way ink smells on the pages of nosferatu, how the leather on thoron tomes feel different from other elements of its level. it's coming back. it's coming back.
but what confounds sennō the most does not come until the reaper recoils from his own spell, wheezing and suddenly smelling keenly of blood. and the choices.
the choices the reaper has made. the choices the phantom has made. they both exist in this painful space. how is that possible?
" are you, " sennō pauses, feeling words in his mouth. for the most part, all seems well. " are you meaning to suggest that we share something? " it is odd to hear someone attempt to relate to him. nobody would ever bother. it makes him feel... gross.
" if what you have done to me has caused this... scent i am smelling, " this blood now in the water, from reaper to ghost with no expectation of return,
" then you must be " too willing to give to people unwanting " an incurable idiot. you had better not ask me for anything as compensation; i did not ask for your help, so i shall not pay. "
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thelorehold · 3 months ago
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Shadows of the Guardian
Introduction
Title: Shadows of the Guardian
Setting: The adventure takes place in the Skyreach Citadel, a towering fortress built atop the highest peak in the Stormspire Mountains. The Citadel was once home to a legendary order of warriors known as the Guardians of Aetheris, who were bestowed with incredible powers to protect the realm from supernatural threats. The Citadel is now in ruins, and rumors suggest that a powerful villain has risen within its walls, threatening to plunge the world into darkness.
Purpose: This adventure is a high-stakes, superhero-style quest where the party must harness their own latent powers or acquire new abilities to confront a formidable enemy. The adventure is designed to inject a sense of epic heroism and grand, cinematic action into the campaign.
Game Master Notes
Adventure Type: Epic Superhero-style Quest with elements of exploration, power acquisition, and a final battle against a supervillain.
Creatures: Skyward Sentinels, Elemental Titans, The Voidbringer (final villain).
Quest Hooks
Call to Heroism: The party is approached by High Oracle Maris, a powerful seer who has foreseen the rise of a new threat in Skyreach Citadel. She believes the party holds the potential to become the new Guardians and tasks them with reclaiming the Citadel and defeating the villain within.
The Relic of Aetheris: A renowned scholar, Professor Eltharion, requests the party’s aid in retrieving the Heart of Aetheris, an ancient artifact that can grant immense power to those who wield it. The artifact is believed to be hidden within Skyreach Citadel, now claimed by dark forces.
The Vanishing Light: The once-brilliant beacon of Skyreach Citadel, which has protected the surrounding lands from storms and natural disasters, has gone dark. The party is hired by the leaders of the nearby city of Stormwatch to investigate the cause and restore the beacon’s light before a catastrophic storm engulfs the region.
Rumors:
"They say the Guardians of Aetheris could fly like the wind and control the elements—maybe some of that power still lingers in the Citadel."
"The Citadel was abandoned for a reason; whatever lives there now isn’t human, and it’s stronger than anything we’ve ever faced."
"A storm is brewing in the mountains, and it’s no natural tempest—it’s said that the Voidbringer is calling it down to destroy us all."
"The Heart of Aetheris could grant godlike power to anyone who finds it—just be careful it doesn’t corrupt you in the process."
"Strange figures have been seen soaring above the Citadel at night, leaving trails of lightning in their wake."
Key Locations and Encounters
Location 1: The Thunderstone Pass
Description: The Thunderstone Pass is a treacherous mountain path leading up to Skyreach Citadel. The air crackles with electricity, and massive stones hover and shift unpredictably in the wind, charged with elemental energy. The pass is the only way to reach the Citadel, but it is heavily guarded by ancient defenses left behind by the Guardians.
Explorations: The party must navigate the dangerous terrain, avoiding or disarming elemental traps designed to deter intruders. They may also discover ancient carvings that hint at the Guardians’ powers and the location of hidden caches of energy-imbued artifacts.
Encounter: As the party progresses through the pass, they are ambushed by Skyward Sentinels, animated statues powered by elemental energy. These sentinels wield lightning and wind attacks, forcing the party to adapt and overcome their defenses, perhaps learning to harness elemental powers in the process.
Loot: The party can find a Storm Gauntlet (grants the wearer the ability to cast Lightning Bolt once per day) and a Guardian’s Crest (a relic that provides temporary flight for one minute).
Location 2: The Hall of Echoes
Description: The Hall of Echoes is a vast chamber within Skyreach Citadel, lined with mirrors and shimmering with residual arcane energy. The hall was once a training ground where the Guardians honed their abilities, and it is said that echoes of their powers still resonate within the room.
Explorations: The party can interact with the mirrors to unlock fragments of the Guardians’ memories, gaining insights into their training methods and possibly awakening similar powers within themselves. However, each mirror they interact with also brings forth a shadowy duplicate of the party, testing their resolve and their understanding of their newfound abilities.
Encounter: The party faces off against their Shadow Echoes, mirror-image duplicates that possess all their abilities and knowledge. This battle tests their strategy, creativity, and teamwork, as they must outthink and outmaneuver their doppelgängers to progress.
Loot: Upon defeating the Shadow Echoes, the party can acquire a Shard of Aetheris (a crystal that enhances a single spell or ability, doubling its effect for one use) and Echo Cloaks (enchanted cloaks that grant advantage on stealth checks and allow the wearer to cast Mirror Image once per day).
Location 3: The Stormward Spire
Description: The Stormward Spire is the highest tower of Skyreach Citadel, where the legendary beacon once shone. Now, it is shrouded in darkness, with storm clouds swirling ominously above. At the top of the spire waits The Voidbringer, a fallen Guardian who has been corrupted by the void and now seeks to bring about an age of eternal night by extinguishing all light and hope in the realm.
Explorations: As the party ascends the spire, they must overcome powerful wards and traps set by the Voidbringer. The storm intensifies as they climb, with lightning strikes and gusts of wind threatening to knock them from the tower. They may also find traces of the Voidbringer’s past, learning of his tragic fall and how he was once a hero like them.
Encounter: The final battle against The Voidbringer is a cinematic, multi-stage confrontation. The Voidbringer wields the power of the void, summoning shadow creatures, creating zones of darkness, and manipulating the storm itself. The party must use all their acquired powers and artifacts to counter his abilities. At a critical moment, the Voidbringer attempts to corrupt the Heart of Aetheris, and the party must decide whether to destroy the artifact or purify it and use it against him.
Loot: Defeating the Voidbringer rewards the party with the Heart of Aetheris (a powerful artifact that can either be used to restore the Citadel’s beacon or grant the party members enhanced abilities) and The Voidbringer’s Mantle (a cloak that allows the wearer to phase through solid objects once per day and grants resistance to necrotic damage).
Rewards:
Material Rewards: Storm Gauntlet, Guardian’s Crest, Shard of Aetheris, Echo Cloaks, Heart of Aetheris, Voidbringer’s Mantle.
Non-Material Rewards: The title of Guardians of Aetheris, alliances with powerful entities of the realm, and the admiration of the people of Stormwatch. The party’s actions also restore light to the Citadel, averting a natural disaster and stabilizing the region.
Conclusion
Outcome: If the party successfully defeats the Voidbringer and restores the Heart of Aetheris, Skyreach Citadel becomes a beacon of hope once again, and the party is celebrated as the new Guardians of Aetheris. If they fail, the Citadel remains in darkness, the storm spreads, and the Voidbringer’s influence grows, plunging the region into chaos.
Success Conditions: The party successfully defeats the Voidbringer, purifies or secures the Heart of Aetheris, and restores the beacon at the top of the Stormward Spire.
Failure Conditions: The party is defeated, the Voidbringer corrupts the Heart of Aetheris, or the storm overwhelms the Citadel and the surrounding lands.
Graphical Elements
Maps: Provide a map of Skyreach Citadel and the surrounding Stormspire Mountains, with key locations marked, including the Thunderstone Pass, the Hall of Echoes, and the Stormward Spire.
NPC or Villain Images: Include illustrations of High Oracle Maris, the Skyward Sentinels, the Shadow Echoes, and the Voidbringer.
This adventure is crafted to evoke the epic scale and dramatic confrontations of a superhero fantasy movie, where the party must rise to the occasion, unlock their hidden potential, and face off against a powerful villain in a climactic showdown that will determine the fate of the realm.
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augustameretrix · 9 months ago
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here's a little rant about some elements of the incubi + succubi marcille adventures taken as a combo which no one asked for
in the encounter with the incubi the story sets up marcilles deepest fear: death as something she has no control over and which comes for all her loved ones first. the events in the chapter consist in a good ol' nightmare: teeny tiny child marcille tries running from the unrelenting, ugly monster with a doll thats not quite her best friend anymore because she failed a spell. But with the help of her faithful companion laios/the dog she boinks the monster with the newly obtained super powerful and awesome rare arcane spellbook. At the end of the chapter marcille recalls only the aftermath of the nightmare, that is only the good dream: marcille herself still a kid, having a fun adventure looking for a treasure with her dog, her doll and her book. at some point theres a castle. the resolution and aftermath look like a sterotypical fairy tale, a fantasy that is childish and joyful and carefree. we start to see that marcille's own frames of reference for something as foundational as overcoming her deepest fear are pretty much literary, if not romantic (in the broad sense), all stuff shes lifted from the vast amount of fiction shes read.
now, this isnt good analysis etiquette, since this bit is technically not part of the story itself, but it's relevant: in the supplementary gag about the incubi at the end of the volume, the steaming incubi show some more of marcilles' older dreams which consist in a seemingly endless soap opera which just goes on and on and on - so much so even marcille loses interest - and in which mr dashing elf guy with the eyepatch makes his first appearance. again, marcille dreams of romantic drama which no dobut shes paraphrased from her books.
we see marcille consciously applying a romantic and literary scheme to the real world in the bicorn chapter, when she guesses chilchuck's marital situation based off a couple of sentences, random gossip she's heard and books.
finally, her experience with the succubus: this monster goes digging in the subconscious looking for something that attracts you irresistibly. now, its not explicitly stated that this something must be your deepest desire, and looking at chilchuck's and marcille's succubi you would think that's not necessairily the case: they just seem like random sexual and/or romantic fantasies. however, you can easily make the case that laios' succubus touches on something extremely essential to laios' life experience thus far by pointing out he wants to be something other than human. so, if they cant go the horny route, they can go for a form thats still intimate and close to ones heart - which I don't want to call "deepest desire" for reasons, but it's close to it - and if theres sexual connotations to it thats even better. well, I argue that despite being played for laughs, the latter is the case for marcille, too, and depending on how much youre willing to read into it, it sheds a darker light on the scene.
ok, so, the succubus takes the form of - you guessed it - mr dashing elf with the eyepatch from the incubi afterword, who is now blonde, riding on a white horse and surrounded by vfx of roses and sparkles. he dismounts, chides "princess" marcille for "running away from the castle again" and holds out his hand so that he may kiss hers - read, so that the succubus may suck marcilles life energy. this is, once again, marcille's corny books coming to define what kind of fantasies she's into, and chilchuck, recognizing it for what it is, rofls because it is embarrassing and it is cheesy etc. that is all true and its ridiculous, marcille is ridiculous for finding this in any way attractive.
however, theres two interesting details about mr dashing elf guy which feel out of place: the eyepatch and the gorget + cape thing. lets start with the last one: the gorget is the only piece of metal on the guy, the style looks the same as the dullahan bringer of death that comes up in the previous chapter*. as for the cape, it has a floral print on it, but its edges are all torn. like the dullahan. this might just be there to convey the feel of a charming yet adventurous spirit who isnt afraid to get his hands dirty. but he wears gloves over his delicate hands and his boots and white pants are spotless. and then of course we have-
-the eyepatch. it is cool and it covers a scar thats designed to be as cool as possible, it looks like lightning, but its still a pretty ugly scar that takes half of the otherwise beautiful face of mr dashing. but whats of interest is the word thats sewn on the patch: "death". again, it might just be a trashy detail on a pile of trashy archetypes, but given that marcille has a pretty intimate relationship with it, I personally feel safe betting that mr dashing is death itself. a lame bishonen version of it, but still death.
this means in the succubi chapter, the incubi chapter is called back not only via the character of mr dashing elf guy with the eyepatch, but also through the reference to marcille's fears in the context of *checks notes* her sexy fantasies. ooh now that's good. this means that in her subconscious marcille sublimates and exorcises her anxieties about losing her loved ones through a cringey power and sexual fantasy ripped straight off melodramatic romantic novels in which she, as the princess of death, is in the position to command it as she pleases and in which yet death chooses to pursue her specifically because she cant help but escape the castle. and this pursue is gratifying to her, maybe because death is thus excluding to pursue... everyone else. marcille kinda gets off on the thought of having all the power of (life and) death in her hands so that it serves her and her only and never goes after those she cares about, even if she's aware of the element of danger involved in this. and she does so in her usual, dorky, way, even subconsciously: through the lens of her beloved cheesy romances. everyone may make fun of her for it, but how else is a girl gonna cope with the inevitability of losing her loved ones, huh?
*which coincidentally ALSO deals with marcille's "dream" which as we know is tied to her fear of death rapidly coming for her friends and family. "it's all coming together" <- something you could say about anything any time after volume 3 of dunmeshi tbh
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experimentalmadness · 21 days ago
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The Herald
Yael Lavellan through the eyes of one of her closest companions, Solas. She reminds him of someone from his past. History may not repeat but it always rhymes.
You can find more about my Inquisitor at her tag.
~~~
A primal electric storm swirled about Yael Lavellan as she raised her palm at the high dragon circling above them. Crystalline, purple light coiled in her hand before it rocketed out to meet the beast. Her green eyes flared with the power of the magic she wielded. The dragon did not frighten her. Her face was set in a grim, deadly smile. The dragon gave a cry that pierced the eardrums of all. Even Solas flinched, but Yael never moved. Never wavered. The ground shuddered as the dragon came to crash land, sparking with electric fire. Its tail lashed a warning and it pounded the rocky steps with its claws, every inch the apex hunter. But here, Yael was the undisputed predator. 
It was all Solas could do but send a barrier up to protect the reckless Inquisitor before she launched herself once again at the dragon. She rent the air with more lightning, and great gouts of fire. It spilled from her hands, her mouth, the whole of her body snapped with elemental fury. And yet even in this chaos she was graceful and controlled: the eye of the storm. Her vallaslin glowed in the fires she created. He hated just how full, how demanding of attention it always was. 
When he had first met her it had been one of the first things he had noticed about her. That and her surprising command of her magic, and her undisputed brilliant mind. Still, it was hard to look at her and not hear Elgar’nan’s voice echo through him. How he’d adore her. How he’d raise her up to be every inch the general Yael had dreamed of being. How he’d ruin her utterly. 
A terrifying scream echoed out of Yael as dragon blood splattered across her face and chest. A sharp, piercing war cry. She was mimicking the dragon, Solas realized. Taunting it with a mockery of the power it had once wielded but no longer. He swore he heard his once friend and now enemy laughing at him from his prison. He would find this whole affair highly amusing. 
Yael had not been the same since her clan’s demise. 
Before that her ruthlessness had a leash. She had spent countless days and nights talking about how her appointment as Inquisitor must mean a better world for the elves. 
“The rest of Thedas will listen,” she had insisted one night as they studied the old tomes in Skyhold’s libraries. “I will give them little choice.”
“And?” Solas had asked, curious to know her thoughts always. “For those you cannot force to see the error of their ways?”
“As Mythal brought justice to those who requested it, so did Elgar’nan bring vengeance to those that demanded it,” Yael said. “My people have waited long enough. They let me sit an elf on the shadow throne of Orlais. They name me Inquisitor. By the shemlen’s own rule my word is final. If I say we should have the Dales back and the alineages’ walls destroyed it will be done.”
Far be it for him to argue the semantics of if she should align her methods with those of the Evanuris, her meaning was still the same. And justice was a noble pursuit. No matter how futile her methods compared to his own. 
If only she had been born millenia ago. What an ally she would have proven. Or a foe. But surely, he rationalized, if she had lived in Aralthan she would have seen the madness of her so-called gods and fought for the same justice for her people as she did now. But that was purely academic. 
The battle raged, and Yael fade stepped through the beast, shattering its front leg with ice before whirling about with her arcane blade. Solas exchanged a worried look with Dorian, before they took up flanking positions on either hind leg. 
“Tell me of the elves,” she had asked back in Haven. “You must have dreamed in ancient ruins before. Did you see anything of Arlathan? Of our empire?” 
He lied easily. And he regretted leaving out the bloody history to satisfy her hunger for anything to connect her to the past. A past he had severed from her. How hard it was not to fall in love with her in those moments of study. She shone brighter than any other creature in Thedas. Somehow she had emerged from this veiled, corrupted reality more alive than he had thought any mortal could be with the Fade divided from them. 
She walked the world like a true leader, forthright, ambitious, but her mind set on remaking the world better than it had been, not becoming a new tyrant. It had been foolish to hope her heart was his. When he had seen her in the arms of the Commander it had almost been novel how much a hurt like that could still sting after all these years. 
But she had him all the same, and how easy it would be to tell her the truth. He had thought of it often lately, but with how devout Yael was he wondered if she would kill him. He was, after all, the Dread Wolf the Dalish foolishly had made their god of deceit, and a Keeper’s job was to keep the Dread Wolf away from the clan. And Yael was nothing if not the Keeper of her lost clan. 
He had been present when an emissary of Dalish clans from around Orlais and Ferelden had converged on Skyhold after the news of Yael’s clan’s destruction had broken. She had banned all her other companions and advisors from the gardens and the outer grounds as they conducted a burial ceremony. With no bodies to bury, however, it was a ceremony in name only. Solas had been the only one she had allowed to join. He kept his thoughts on Dalish ritual to himself throughout the evening. This was not about history or truth here. This was to give comfort to the woman he loved. Yael had held his hand during the final prayers. Would she have done so if she knew she had invited the Dread Wolf to the funeral of her people?
He had thought that would be all but he had watched as the Keepers unveiled a gift for their Inquisitor. Armor of fade-touched veridium and silverite was laid out before her. Bloodstone woven into the wyvern and dragon-scaled belt. 
“These robes belonged to the last high Keeper of Elgar’nan,” one of the Keepers said as Solas’ blood ran cold. “We pass these on to you, da’len.”
Solas had never seen Yael cry, but when she bowed low and touched the sleeve of the armor to her brow and began to pray in Elgar’nan’s name he swore he saw a drop spill from the corner of her eye. 
She wore that armor now. It flashed in the fire she struck across the ground, the symbol of the vengeful god emblazoned on the pauldrons. It was mocking him. Even now he could reach across the space of his prison and corrupt yet another being he adored. 
The dragon gave one last keening wail before falling still. Yael roared her triumph and brought her arcane blade down across its neck, severing its head. She stood panting and howling, fury in her eyes, her teeth white and sharp. He felt the grief and the pain of her shake the earth as easily as the dragon’s call had. 
The others stared up at her as she kicked the head off the small rocky ledge and let it splash in the water of the Fens. Dorian and Varric looked perplexed, with the dwarf looking halfway between terrified and awestruck. 
The roar of grief gave way to the barking laugh of victory. Bards were over eager to share stories of that laugh of hers. Not without cause. 
Solas dipped a cloth in the water of the hot springs and offered it to Yael as she came near. “No,” she waved him away. “It tastes of fire and I want the rest of the camp to see.”
“Do you think that wise?” he asked. “For your inquisition to see their Herald soaked in dragon’s blood and bile?”
She whirled on him, eyes aglow with a madness Solas had seen too many times before. “I am not that bitch’s herald. I will burn their precious Chantry as I slew the dragon. My vengeance is the knife that will cut off the head of the shemlen tyrants.”
“And when all is ash and dust and you are alone? What will you do then?” He placed a hand on her bloody shoulder. 
For just a moment he felt her soften at his touch, the fury cooled in her gaze. “Lethallin, I…what else can I do?”
“Your people deserve more than the promise of destruction, surely?” There he went, lying again. Offering solace with one hand while twisting the strings of disaster in the other. But he could still make this world right for those elves that remained, give them something of their souls back. 
Yael patted his hand before shrugging it off and staggering away. She stopped for a moment, water lapping at her legs. “The shems named me Herald, but they got it wrong. Look at me, Solas. Do I look like Andraste’s Herald? But we know the truth. I see it in the eyes of my people. They know me for what I truly am.”
Yes. He knew. He had heard the whispers from the Dalish clans they had passed, the secret signs left in alienage alleyways. Like a darkened mirror he saw his vhenan burn in the hands of his old enemy. And there was nothing he could do to turn her from the fire. 
“I am the Herald of Elgar’nan.” 
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sanvirtheobserver · 2 months ago
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Taking Flight, Chapter 39: Way Down We Go
The tunnel welcomes the party as Tari lowers them down on a barrier platform. She remains focused as she maneuvers through the stony depths, taking care not to have a rogue stalactite taking off someone's head. It's a bit of a haul, but she's doing well enough considering her senses are starting to go haywire.
Clench: Jesus. It's like running in a hurricane in here.
Soldine: The surrounding ambient activity is increasing in frequency. We seem to be on the right track.
At last, the tunnel moves upwards. Light can be seen shining down into the hole. The platform travels up the curve and begins to ascend. The light intensifies as the group lands past the lip of the tunnel.
Y. Demoman: Holy Mother of Scrumpy......
Before them sprawls an ancient city built into the limestone, with buildings and roads coiling and winding around the towering stalagmites. A thick chromatic mist blankets the roads ahead.
Meggy: Damn. Whisk is DEFINITELY getting extra credit for this. Nice thinking on that platform, Tari......... Tari?
Tari takes off her jacket and lays against a fallen pillar, taking a moment to catch her breath. Her brow is drenched in sweat.
Meggy: Hey, you alright?
Tari: Yeah, I just........ I honestly didn't think I could hold up a barrier for that long. Just give me a minute to recharge........ and adjust.
Belle: Bloody hell, this fog is thick enough to dull a knife.
Soldine: Scans say the surrounding atmosphere is heavily saturated with dormant aetheric elements. The total aetheric yield is approximately 10 times above average.
Tödliche: Incredible. This must aetheric mist must be an indication of-
A sound within the mist in front of them cuts their conversation short.
Belle: What was that?
There it is again, the faint scratching of stone as figures dart around in the mist. Tari gets back on her feet and ties her jacket around her waist before summoning her glaive. Meggy and Belle lock and load as Soldine deploys his chaingun. The skittering was now joined with slight hisses and growls. The group comes together to form a defensive circle as the sounds get closer.
Marston: Come get some, you maggots.
A hunched figure lunges from the mist and pounces onto the Sniper. He screams in terror as the creature howls from beneath its face mask. Tödliche lands a shot on the creature that sends it flying back. The creature gets back on its feat and twirls it's blades as others emerge from the mist. Bristles of red crystaline spikes riddled their backs.
Belle: How many more of these freaks are there?
Soldine starts spinning the barrel of his chaingun as the group is surrounded.
Soldine: No retreat. No surrender.
And so bedlam ensues. The creatures charge forth from all directions. Soldine and Meggy lay down suppressing fire. Tödliche manages to gun one down before another narrowly misses him with its blade, prompting him to draw something from his cloak. An arcane scythe rips through the creature's legs before the doctor thrusts the blade through its back. Its frail frame is split in two as the scythe is wretched out. One creature ends up skewered upon Tari's glaive and reduced to pieces with a well timed blast. She narrowly blocks one pair of hostile blades as another rushes in from behind. She swiftly maneuvers out of the way, causing one creature to end up skewering the other before taking a shotgun blast to the back at the courtesy of Marston. He then plants the barrel right beneath the face mask of a creature before blowing its head off. Meanwhile, the Demo is charging with the Sniper sitting atop his shoulders. The Sniper picks them off from afar while Demo mows down anything within his limited depth perception. One creature lunges onto the Sniper and pins him down before Belle kicks it off of him. It scurries back onto its feet to retaliate, but she quickly unloads into it to keep it down. She cracks open the cylinders to load some fresh lead.
Belle: I suggest we get a move on.
Another creature lunges at Tari, but Soldine manages to nab it by the throat. Tari cautiously approaches him as the thing writhes against his grip.
Soldine: Evidence of paracausal grafting and genetic tampering is present.
Belle: Okay. What does that mean in English?
Tödliche: An amalgamation of different physical specimens to create a hybrid specimen. They are likely more of the Hive's experiments.
Tari thinks back to the Assailant they faced in the tomb, remembering how familiar it looked. Then she remembered how they found Damien in that room full of specimens. Her heart drops down to her gut upon a horrific realization.
Tari: These things......... they used to be..........
Tödliche: Yes. I'm afraid there's nothing we can do for them now except-
A brief crunch echoes out. Soldine tosses the now limp creature to the floor.
Tödliche: .........Yes. That.
Tari stares down at the lifeless creature. Her mind goes back to Damien. She struggles to imagine what could've happened to him had they not found him, or how many others weren't so lucky. She starts feeling a little queasy before Marston nudges her back to her senses.
Marston: Let's focus on the mission.
The party makes their way into the ancient city. Everyone is on high alert as they traverse the winding roads. An uneasy silence hung in the air.
Meggy: Y'know, this place must've been beautiful once. Now it's just...... creepy.
Y. Demoman: Y'know, me Pa would take me out to some old castle out by the countryside. You could practically FEEL the history of that place.
Tari definitely felt some kind of history here as she sees various murals painted onto the walls. Most were eroded beyond recognition, but there was one that caught her eye. It was of a crowd kneeling before an armored figure. They stood atop the head of a massive beast they had slain. The figure triumphantly held a Mace above their head, prompting her to bring out and analyze her new weapon more thoroughly.
ᛖᛗᛖᚱᛟᚾ: By the light of the Nexus, THY END IS NOW!
Those words echo in her mind clear as day.
Tödliche: Is something the matter?
Tari: Oh. No, it's fine. Sorry.
Further within the city, a vivid glow emanates from inside the Pantheon. A large mechanical ring of gold and ceramic stands on the far side of the central chamber. The surrounding setup was somewhat less remarkable. A portable generator sputters along as it provides power for nearby equipment. One such piece is an old computer on a desk, where a young woman sits with her head down. A long gilded hand rests on her shoulder.
Ruusul: Excuse me, Sam.........
His voice was soft as usual as he jostles her awake. Her dull purple eyes flutter open as she looks up to Ruusul.
Sam: What now?
Ruusul: I just wanted to express my thanks. The new siphons are working perfectly, and the quality of the Kuva produced has skyrocketed along with the overall yield. I could not have perfected this design without your......... unique expertise with aetheric elements.
Sam: I'm flattered.
She wasn't. Days of forced insomnia has left her in an achingly bitter mood. Ruusul's experiments haven't helped. She plucks a USB from the computer and hands it to him without a second thought.
Ruusul: Yes, yes, a deal is a deal. You're free to go. Though, do be warned about some....... uninvited guests.
Her eyes widened. Evidently, she was unaware of the Mercenaries' ongoing offensive against the Hive.
Sam: What the hell do you mean?
He makes his way to the portal.
Ruusul: I'm sure they'll be happy to help you get back to the surface. Toodles.
Sam: Wait! Don't you leave me here! WAIT!
He was already gone by the time she got up to her feet. He disappears into the portal and the pool of stars quickly disperses, leaving behind a hollow ring.
Sam: You sleazy little........
She wretches the computer off its stand and hurls it into the ring. The screen shatters on impact with the ceramic frame before falling into a heap on the ground. She takes a moment to catch her breath and chill out right as Tari enters the chamber, followed by Meggy and Belle.
Tari: Um.......... are you okay?
Sam backs up to the desk before drawing a gun, prompting Meggy and Belle to take aim.
Sam: STAY BACK!
Tari: WOAH, HOLD UP! We're not here to fight.
Belle: Not you, at least.
Tari: Belle, please don't.
Sam: I wanted nothing to do with this! HE MADE ME!
Meggy: Look, just put the gun down and we can talk about this. Okay?
Sam: SHUT UP.
The lady doesn't back down, keeping her gun trained on the three. Tari sheaths her glaive and raises her hands.
Tari: We're here to deal with the Hive Nest. And find some ancient secrets, but whatever. Point is......... we're friendlies. We just want to help. Right guys?
Meggy reluctantly lowers her aim and nudges Belle to do so as well.
Tari: See? We're all friends here.
Tari slowly and carefully walks up to Sam. She seems to have calmed down a bit as Tari carefully takes the gun from her hand. The others enter the scene and see the situation has already been settled. Tödliche is the first to step forward.
Tödliche: Well......... what do we have here?
Sam: Doctor Heilung!? What are you-
An ear piercing roar puts an end to their conversation. A metallic leg pierces into the Pantheon's inner chamber, skewering the Demoman. The others watch in horror as he is raised screaming out of the chamber and into the maw of a colossal Hive as it marches towards the tunnel.
Belle: What in the fresh hell was that!?
Sam: That was..........the Broodlord.
Marston gives his shotgun another good rack.
Marston: I got your number, you son of a bitch.
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cyborgpulsebooks · 5 months ago
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So I finally have an answer to that one WOL QOTD question about whether your character's ok with all the killing of trash mobs in FFXIV or not
The short, sweet, and easiest answer for me is that Pluvie tends to use non-lethal force when possible. Indeed, this was my first reaction when I saw the post for the first time (which was ages ago, and I can't be fucked to go back and find it on my computer which barely runs tumblr as it is). Particularly when it comes to knocking out guards, infiltrating institutions, basically anything where there's real mortal life involved, non-violence is her instinct.
However.
Pluvie, up until SHB, truly does not understand why people are afraid of her. She's a healer, right? She specializes in white magic and conjury, and she's also dabbled in scholarship/arcane magic and astrology. During STB, she goes into battle donning the red of a healer, the color found on her cleric's robes. She's the Liberator, yes, the Warrior of Light, but she's also Eorzea's - if not Hydaelyn's - most powerful healer, and that is why she's on the front lines of the fight.
But then you have Zenos. Right? Who sees the bloodshed and the rage boiling beneath the surface of your WOL no matter their backstory or class. You also have Thordan, the expac before, cowering in terror before you. If Pluvie's just a healer, if she's only a white mage, then why does Zenos seek to awaken the beast within her? Why do world leaders and small resistance leaders alike feel they must seek out her supposed "sword-arm" to help with their armed conflicts if they know she doesn't use offensive magic very often?
It's because during the rare times that she does, Pluvie absolutely eviscerates a motherfucker. Re: Lahabrea, Re: Thordan, Re: Zenos, Re: literally any of the raid bosses.
We know from shb that the Light aspect may be static, but it is NOT benign, and if this is the well that Pluvie is repeatedly drawing from in order to cast her magic, amplified by the Echo and Hydaelyn's blessing, she's basically nuking people left and right. But because this power was something originally sold to her as the power of nature, the power of the Elementals (re: conjury), and knowing just the propagandist backgrounds of both Ishgard and Gridania where she's spent the most time living and learning, Light has been sold to Pluvie as inherently Good tm and Just tm. So if she gets angry, if she causes a rockslide with her magic, or chokes someone with the wind, or tears them inside out with a ray of light, it's hard for her to see beyond the intention she has been sold as the reason she uses this magic. If that makes sense.
Basically, while Pluvie IS Hydaelyn's specialist magical healer girl, the power of white magic can be exactly as devastating as black magic in the right hands.
Too bad she doesn't really understand that about herself until she's drowning in Light from the inside out.
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octahedral-chaos · 5 months ago
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Okay so looking at Pathfinder stuff gave me an idea
So what if... Starfolk ancestry homebrew?
(I know @sleepless-tea made a general one already, but here's a little idea I gave I guess?)
Under a read more because it got long... and it's more of an idea ramble than a proper homebrew, so be warned.
So basically, very similar to Androids, except they're remnants from the Previous Universe/ Another Universe that got thrown into the Pathfinder Universe. Because of this, they are seen with confusion yet intrigue by the other ancestries.
They are highly nomadic, trying to find a place in this new world, and tend to favour neutral alignments, although they can be anything.
Classes can also depend on typing (Dark are more magic/ martial arts based, while light ones are weapon heavy)
Dual/ hybrid types might be harder to implement, but I'm thinking that their elemental abilities becomes weaker the more elements are added... plus a complicated elemental choice thingy using D4s, like this:
Roll a D4 (Amount of elements) -> If less than 4, roll 3D4 to select any elements (Duplicates must be rerolled to get a new one) -> If the D4 gave a N1 on the first step, roll again to determine if your Dual-type have only one element, or no elemental magic at all, if you get a N3 or N4, proceed to the elemental picking rolls
So basically: There can be dual types without elements, or only one! It should be noted that this is for the cantrips, which depend on which element your character is aligned to.
Light starfolks are weak to any type of attack using water, fire or air, while Dark starfolks are weak to ice and air. Likewise, all starfolks can gain the ability to use one cantrip based on the fire or air (Dark), Air or Ice (Light) or any Arcane magic that starfolks can use (Dual). It should be noted that all starfolks are also weak to divine and occult magic.
All Dark starfolks have claws that can deal 2D4 damage, while light starfolks can use up to 2 hands' worth of weapons. These follow a similar pattern to other weapon users in terms for light starfolks. Hybrid starfolks can freely choice whichever type of attack (Claws/ weapons) during character creation.
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nerdythebard · 2 years ago
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#54: Harry Dresden [The Dresden Files]
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(Art Credit: Mika-Blackfield on deviantArt) ---
Yer a wizard, Harry!
This one is a two-parter, coming from an anonymous requestor. This time, we tackle Chicago's only practicing wizard, Harry Blackstone Copperfield Dresden (the more names the more secure the wizard). I remember reading the books in high school and beyond, since I'm a big nerd of everything that includes magic and urban fantasy, and I have to admit, it was one of the books that inspired me to start writing. Let's jump into this case then!
Next Time: Part Two: Now you're playing with portals... Lizzie
So, what does the White Council says about becoming a wizard?
Non-Squishy Wizard: While Harry uses magic (in accordance with the Laws... mostly) as his primary tool, he's not lacking when it comes to physical abilities. Perks of being a Winter Knight, I guess.
Master Blaster Caster: Harry's speciality seems to be magic related to combat magic: blasts of force, fire, wind, as well as occasional necromancy and thaumaturgy.
Temptation of the Dark Side: Let's be honest, every wizard will occasionally give in. So does Harry, who's broken some of the Laws of Magic when the situation needed him to.
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Harry is a human in a world where the supernatural and the mundane mixes and blends together. We're going to make him a Variant Human. We get a +1 to two abilities of our choice (Intelligence and Constitution), ability to speak, read, and write Common and one more language of our choice, proficiency in one skill (Perception), and one feat of our choice; War Caster gives us advantage on Constitution saving throws when concentrating on a spell, ability to perform somatic components even when holding something in both hands, and whenever a creature provokes an attack of opportunity from us, we can cast a spell (casting time 1 action and targetting one creature) instead of making a weapon attack.
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Honouring Harry's profession, we'll going to give him the Investigator background. We grab proficiencies in Insight and Investigation, proficiencies with a disguise kit and thieves' tools, and the Official Inquiry feat; thanks to it, we can use a combination of improv and deflecting questions to gain access to places and people connected to our investigations.
ABILITY SCORES
Intelligence will obviously be our first pick, followed by Dexterity and Constitution. Harry often finds himself in sticky situations where he is either forced to run and evade, or straight-up tank the damage.
Wisdom will be next, to keep some positive modifiers for saving throws. Charisma will be on the lower end, Harry is a known blunt and brusque asshole throughout most of the series. Finally, we're dropping Strength.
CLASS
There is also no surprise here; Harry is a Wizard start-to-finish. Wizards get a d6 as their Hit Dice, [6 + our Constitution modifier] initial Hit Points, no armour or tool proficiencies (we'll get that soon), proficiencies with daggers, darts, slings, quarterstaffs, and light crossbows. We're obviously gonna pick a staff and perhaps keep a few darts and daggers around. Our saving throws are Intelligence and Wisdom, and we get to pick two class skills from the list (Arcana and History).
Level 1: Wizards learn how to manage their resources with Arcane Recovery. Once per day, after a short rest, we can recover expended spell slots: a total level of spell slots must be equal to or less than half of our Wizard level, and we cannot recover spells slots of 6th-level and above (for example, if we're 4th-level Wizard, we can recover two 2nd-level slots or two 1st-level slots and one 2nd-level, etc.)
As the paragons of the arcane, Wizards starts with Spellcasting. Intelligence is our casting ability, and we know cantrips and rituals. Wizards start with a set number of spells and gain two new spells during every level-up (in addition to any spell they collect during their travels). We start with three cantrips (Fire Bolt, Minor Illusion, and Gust) and six 1st-level spells (Absorb Elements, Burning Hands, Detect Magic, Healing Elixir, Protection from Evil and Good, and Shield).
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Level 2: At this level, we pick our subclass, our Arcane Tradition. I was considering making Harry an evoker, since elemental magic seems to be his weapon of choice, or perhaps a necromancer since it's been stated to be his unusual talent... but ultimately, Harry is a Wizard who also packs a punch without the use of magic, so we need to be able to fight. Bladesinger Wizards learn enchanted swordsmanship from the elves, so it fits for our Winter Knight. Since we're Trained in War and Song, we gain proficiency with light armour (for that, let's grab a standard studded leather - if you can, ask your DM for a glamoured one, to mimic Harry's coat), one-handed melee weapon (let's grab a rapier for the Finesse property), and in Performance skill.
We also learn how to chant a Bladesong. Think of it as the Barbarian's Rage, only applied to a weapon. While the Bladesong is active (1 minute or until we're incapacitated, cancel it willingly, don medium or heavy armour, or use a two-handed weapon attack), we gain the following benefits:
Bonus to our AC equal to our Intelligence modifier
Walking speed increased by 10 feet
An advantage on Acrobatics checks
Bonus to Constitution saving throws made for maintaining concentration on spells (equal to our Intelligence modifier)
For this level's spells, we can grab Thunderwave and Unseen Servant to give us a facisimile of Bob.
Level 3: We do not get any new class features, but we do unlock 2nd-level spells. Darkvision for eliminating the weakness of our human eyes, and Misty Step for taking a shortcut through the Nevernever seem like a good choice here.
Level 4: Time for our first Ability Score Improvement. Let's raise our Intelligence by two points, and I'll surprise you by saying that this is our final Intelligence score. I know, Wizards should strive to max it out (or even go beyond), but Harry's not one of those super smart Wizards. We need to make him a magic combatant.
For this level's spells, we're gonna grab Magic Aura and Scorching Ray. We also get another cantrip (Blade Ward).
Level 5: No new class features, but we unlock 3rd-level spells. By picking Galder's Tower you can essentially create a copy of Harry's island, Demonreach. To gain an upper hand against other Wizards, let's grab Dispel Magic (or, if you're playing in a modern day setting and really want that 'magic destroys technology' vibe, pick up Haywire from the Modern Magic Unearthed Arcana).
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Level 6: We get another subclass feature: stolen from the Fighter we get Extra Attack. We can now make two strikes instead of one during a single Attack action. For this level's spells, we're gonna make ourselves even more resistant to attacks with Protection from Energy, and we'll reach into more shady territory with Summon Lesser Demons.
Level 7: We unlock 4th-level spells. For some offense we can grab Ice Storm, and to get everybody's favourite lazy dog, Mouse, we're gonna pick Mordenkainen's Faithful Hound.
Level 8: Another ASI! We'll increase of Dexterity by two points to get some better swings for our sword. For this level's spells, we will travel the border of breaking the Third Law of Magic and pick up Phantasmal Killer, and then make sure we divide and conquer our fights with Wall of Fire.
Level 9: At this level, we unlock 5th-level spells. Time for some bigger artillery to join our repertoire. Let's start by finally causing trouble for the Council and break the Fifth Law. Danse Macabre shall help us with that (it's the next best thing after an undead T. rex). Next, we can elevate our detective business by employing Scrying.
Level 10: Halfway through the build, and we finally get a subclass update! With Song of Defense, we can now spend a spell slot (while our Bladesong is active) and absorb the damage dealt to us. The maximum amount of damage we can absorb is [Spell slot's level x5]. This means that by sacrificing a 5th-level spell slot or above, we can now tank a full-power Fireball.
We also get our final cantrips here: let's pick Toll the Dead now that we have some proper damage dealing options. For this level's spells, let's consult Bob with Legend Lore, and use Dawn in case any vampires decide to be too cocky.
Level 11: We unlock 6th-level spells, and it's time to break the First Law and cast Disintegrate on our uncle. We will also mimic the Death Curse and pick Contingency. By setting up the 'my death shall release [X]' as a trigger condition, we can be sure to get the last laugh.
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Level 12: Finally another ASI. Let's bump up our Constitution to get some better Hit Points in the mid- to late-game. For this level's spells, we're gonna make some more deals by casting Summon Fiend and then finally gain the proper Soulgaze via True Seeing.
Level 13: We unlock 7th-level spells here. Let's cause even more damage with Delayed Blast Fireball and Reverse Gravity.
Level 14: We unlock our final subclass feature. With Song of Victory, we can add our Intelligence modifier to our melee attacks while our Bladesong is active.
For this level's spell we will pick Sequester and Whirlwind.
Level 15: We unlock 8th-level spells. We can utilise the energy of the storm with Control Weather and then shield our own mind from Lawbreakers with Mind Blank.
Level 16: If you manage to get this far and get this ASI, it is finally time to grab the Tough feat. Out Hit Points maximum is increased by [our level x2] and every level-up henceforth we can add +2 Hit Points. For this level's spell, we'll grab Demiplane and Maddening Darkness.
Level 17: We unlock the apex of the arcane; the 9th-level spells. Let's use Gate and Invulnerability.
Level 18: We gain a feature called Spell Mastery. We choose one 1st-level and one 2nd-level spell from our spellbook and can now cast them without spending spell slots, effectively transforming them into cantrips. Let's do that to Shield and Scorching Ray.
For this level's spells, let's grab Meteor Swarm and Prismatic Wall.
Level 19: With the final ASI of the build we will actually add to our Strength to remove the negative modifiers. For this level's spells we'll use Gate and Imprisonment.
Level 20: Our capstone is Wizard 20, which gives us the Signature Spells feature. This works in a similar manner to the previous Spell Mastery, however we get to choose two 3rd-level spells that we can cast once per a short or long rest without expending spell slots. Let's select Dispel Magic and Protection from Energy.
For our final spells, let's finally choose Wish and Weird.
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So that's Harry-but-not-the-one-you-think. Let's see what came out of this:
First of all, we're a full Wizard which in late game provides plenty of utility options for both ourselves and our allies. Additionally, with the Bladesinging subclass, we can hold our own in combat. We also have a nice bag of skills to use in our detective work. Overall, I'm actually satisfied from the resources we've created.
Our AC (when utilised absolutely everything at our disposal at once) is 24, we have a +3 to our Initiative, and the average of 178 Hit Points.
Unfortunately, we suffer a little bit in terms of abilities. We have no ability score of 20 and a relatively low Strength and more importantly Wisdom, which leaves us vulnerable.
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Happy 2023, my dears. Now that my life is relatively back together (also, guess what, I've become a sworn translator of English! :D), I can return to you with some goodies. There is still a few requests and I know some of you are waiting to return to more God Builds. Let's kick off the new year with a blast!
-Nerdy out!
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wyvernwriterarchive · 4 months ago
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🔮How I Design Magic for Tathylia Chronicles
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How Magic Affects Society
Magic is generally seen as an accepted part of life. Some say it was a blessing from the heavens, adapting and changing with the earth. Others see it as a science, with schools and scholars studying it to gain a better understanding of it.
This isn't to say there aren't things about it that aren't doubted in some way. For example, dvination and fortune telling are technically possible and yet are often dismissed by the general public.
It is most often used for war and combat It's a very dangerous weapon, akin to cannons and early firearms. It has immense power that can pierce through normal defenses, but if not treated with respect and caution, it can cause a serious accident.
Controlling Magic
In order to use magic, you first have to ha e the potential to use magic inside of you. It isn't exactly uncommon for there to be more people who can't use magic than people who can. Plus, this isn't even considering people who can use magic, but don't for a variety of reasons (they don't want to/they don't know they can/they can't learn for some reason.)
Usually, magic requires a conduit of some kind in order to be used correctly. Most commonly, this comes in the form of tomes, staves, or enchanted objects. Though this isn't a constant. Some memorize runes or rituals. Others have innate knowledge and power that allows them to cast magic freely.
One thing you need to know is that the magic in these tomes is somewhat finite. Once a tome runs out of magic, you can still get magic out of it, but it will not be nearly as potent, usually being useless for combat. The same goes for staves and enchanted items. After this, they usually get used for training and teaching, allowing budding mages to safely practice spells or how to channel magic.
Types of Magic
There are five specific types of magic that are found in the world, and they can be separated as such.
Arcane Magic🔥⚡️❄️
Magic used through study the arcane arts of the world. There is magical energy everywhere, and wizards learn to harness it, turning that raw power into something truly great. It is varied and very common in the world. Oftentimes, it comes in the forms of pure energy and gravity, as well as fire, ice, and lightning; extremes in nature and science.
Divine Magic☀️🕊 📿
Magic gained through prayer and conviction. Through praying to the goddesses or swearing a true oath to a cause, saints gain the ability to harness the powers of the light and the sun. These blessed magic spells may shield the user from harm or otherwise support them or the allies around them. They are also handy and slaying demons.
Elder Magic🌑💀🪦
Magic thought to be from a time immemorial, fueled by the chaotic energies of the ground and darkness itself hexing or weakening foes or spreading curses or maladies. It is often seen as evil and dangerous due to its destructive force, even to the user. It also has extreme effects on any dyreblod it is used on, corrupting their natural souls. But any good warlock knows of these drawbacks, and must be careful not to let the call of the elden spirits take them.
Primal Magic🍃🌊🪨
Magic that comes from the spirits of nature. By communicating with them and learning about the natural world, they gain the ability to command powerful forces of nature. The practice is uncommon, and it is rare to see druids out and about. Yet their spiritual power allows them to use elements like wind, water, and earth to control the world around them and target specific weaknesses.
Utility Magic🪄🔮🧿
Magic called upon by using unique spells or enchanted items. It is very simple to use, yet hard to truly master. You channel energy into an item, and a spell is activated. Some items do that without you having to use your own energy at all. These types of spells can come in the forms of healing and curative spells, as well as inflicting effects on foes or imbuing people or items with magical strength. Most commonly, these spells come in the form of staves, and most mages can use them if given enough time to practice.
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