#becomes Hunter's Guild Shadow Squad
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Hi!
Have you ever heard of guild wars 2? I’ve been playing it a lot and I found myself wondering what races Desmond and his ancestors would be (and…. maybe how Desmond as the Commander would be like 👀)...
I’ve never played it but I have heard of it and was interested in it because a friend of mine suggested we play it (we never did, the woes of adulthood XD).
Anyway, for this one, I kinda like the idea that this is modern day and Desmond, Altaïr, Ezio and Ratonhnhaké:ton all meet in the game and form a guild of their own.
Like, they were all part of another guild but Altaïr had a falling out with the guild leader so he left. Desmond, Ezio and Ratonhnhaké:ton are the closest players to him so they left with him and they build their own guild with Ezio pushing the leadership role to Altaïr because he is the one who left and ‘dragged’ them with him (“I didn’t drag any of you, you followed me” “And now you have to take responsibility.”)
It won’t be long before their guild starts getting other members.
Some were from their old guild who quit after realizing the guild leader was a dick and went to their guild.
Some are their friends who thought it would be more fun to be in the same guild as them.
Others are newbies that someone had adopted along the way (this is usually Ezio).
Because of how big their guild is growing, Altaïr made Desmond a commander because he was, in Altaïr’s own words, ‘the least annoying member in the guild’ which is really Altaïr-speak for ‘everyone likes you’.
Ezio and Ratonhnhaké:ton also gets promoted to be lieutenants and there’s some questions why Altaïr doesn’t just become the commander since he’s the squad leader which can easily be silenced by:
“Who do you like more, Altaïr or Desmond?”
As for their races and professions…
It’s possible that they’d all decide to be specialized Thieves with Altaïr taking Spectre, Ratonhnhaké:ton taking Deadeye and Ezio taking Daredevil while Desmond goes for Firebrand Guardian because someone had to take the healing/tank role for the party.
But to make it a little fun, everyone decides a different class other than Thieves (maybe they do have an all Thieves alternate account with Desmond staying as a Thief and not getting any specialization or they’re all Thieves without any expansion who focused on different cores with Desmond going for Trickery, Ratonhnhaké:ton with Critical Strikes, Ezio with Deadly Arts and Altaïr with Shadow Arts)
Desmond:
Human Necromancer (Core: Death Magic with a bit of Blood Magic and Curses)
If he did get an expansion, he would be a Scourge
Oh, he definitely got a necromancer because he died in canon. Also, scourge was picked because “Burn and Torment your foes, punish their boons and bolster your allies” sounds very Desmond XD
Serves more as a sorta debuffer/support/sub-DPS in the party
Altaïr:
Asura Charr (Core: Illusions with a bit of Chaos and Domination)
If he did get an expansion, he would be a Mirage.
In other words, Altaïr’s way of fighting is like he’s using the powers of his Apple in this game.
his Thief alternate account is an Asura though
Serves as a sub-DPS and debuffer in the party.
Ezio:
Sylvari Guardian (Core: Honor with minor Valor and Radiance)
If he did get an expansion, he’d go for Firebrand.
Ezio gets to be the Guardian more because he can be any classes and these party needs a freaking tank and healer as well as a ‘reference’ to his prophet status in canon.
Serves as the Tank and Healer of the party.
Ratonhnhaké:ton:
Norn Ranger (Core: primarily Marksmanship with minor Skirmishing and Beastmastery)
If he got an expansion, definitely going for Soulbeast.
Ratonhnhaké:ton is based on his hunter experience in canon as well as his deadliness with the bow.
Serves as the primary DPS of the party.
Unorganized Notes:
By Guild Wars 2 standards, their guild is more on the smaller side but they synergies well with one another that they can go toe-to-toe with the large guilds.
The other members of their guilds are other canon Assassins and some allies.
Leonardo is definitely a Mechanist in Ezio’s sub-group
Edward is Ratonhnhaké:ton’s grandfather and playing Guild Wars is one of the few ways he can keep in touch with his grandson. He plays as Willbender that acts as a tank in Ratonhnhaké:ton’s sub-group. He also sometimes act like the sub-leader of their group.
Whenever Desmond has to act like a commander, he’s more focused on everyone’s stats and would command them from the backline. His class as a necromancer helps with this because he can focus on debuffing the enemies while his minions do damage on his behalf and get aggro away from other players.
#idkw but this feels like it can totally be yamada kun to lv999 esque XD#guild wars au#online games au#i didn't say it out right#but the old guild master was abbas XD#assassin's creed#desmond miles#altaïr ibn la'ahad#ezio auditore#ratonhnhaké:ton#connor kenway#ask and answer#teecup writes/has a plot#fic idea: assassin's creed
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Clone OC 'Pyro' CT-5838
Pyro is part of the Commander Jet's Flamethrower Battalion. As a tubie, his tank had a heating malfunction. This is just the beginning of his relation to heat. As a cadet, he continueally has had incidents with fire, either the droids he was training with spontaneously bursting into flames, his bunk malfunctioning and catching his blankets on fire, or accidentally setting his Alpha trainer on fire (he is very sorry and no one knows how).
Despite his many childhood accidents, he was incredibly skilled and was at the top of his entire cadet grouping (idk there are like 6 squads (based on what we saw with Domino Squad) for cadets but 4 squads is a Platoon in the GAR so idk what the number is but you get it). Despite this his trainer removed him from his squad and reassigneed him to work with a new flamethrower squad, who were also trained as a bomb squad. Despite working primarily flamethrowers, they dealt with anything fire or explosive. Due to their suits and nature of their training, it is very efficient and practical.
He met and worked with Commander Jet as a cadet and was practically his second in command. They were very good friends and he does know Commander Bacara (along with the rest of the flamethrower battalion).
Now, all this fire and accidents does not mean he got his name from his curious accidents. In fact its quite the opposite. See, he is -by all definitions of the word- a pyromaniac. Sure these accidents were not his fault or he intentionally caused them, but here were many later in life that he DID cause.
He is a very chill and honest man, with a kind soul. He loves people and seeing new things. He can be a little mean when deserved and is serious when it comes to the lives of his brothers. However, once Commander Jet gives the go ahead, he becomes manic and laughs uncontrollably. He can and will set fire to everything he sees.
Eventually, closer to the end of the war (not Order 66 bc that doesn't exist to me) he develops pyromania. It had always been present but his brothers would help with the urges. As time went on, the urges became to strong and to cope he would carry a small lighter. While it didn't necessarily help, it distracted his mind and satiated the urges during missions.
Once the war had ended and the Jedi left Coruscant (getting into personal headcanons here). Though they still lived with the Jedi at one of the older renovated temples, he found life much too quiet. Unfortunately, unlike other battalions, the Flamethrower Troopers had to learn to skills rather than apply already known ones, most of the time. Several clones from all over decided to take up outside jobs or missions with Jedi Masters/Shadows, Pyro decided to work as a bounty hunter and Jedi Shadows.
During his time as a bounty hunter, his pyromania did not worsen. However, he did indulge it with more than a lighter. He would occasionally take work for a demonlition guild, allowing him to set fire or blow up whatever was required.
His time as a bounty hunter/shadow was not all wonderful. During a mission gone bad with Jedi Shadow Quinlan Vos, he had lost an arm below the elbow and a leg below the knee. With quick treatment he was able to get mechanical replacements, which he then had himself and his Flamethrower buddies upgrade to shoot fire from the arm.
While having jet boots would be awesome, he already had a jetpack. Instead he chose to upgrade the leg with several blades. The leg can fully split open and spit out a sword or the foot can push into the ankle joint and pop out a blade at the heel, like a bladed high heel shoe. With this blade, his kicks would slice whatever came into contact with it.
Looks wise, Pyro hasn't changed much over the years. He's not heavy into body mods like some of the others and keeps things relatively tame. He has simple flowing tattoos that resemble lava flow on his arms and down his thighs. The magma stems from his spine and reaches just at his jaw. The ink used glows bright orange in the dark. Down his spine says 'born of fire' in Mando'a that glows red.
He keeps his hair short and his eyes are a more golden than standard. Pyro, like most flamethrower trooper, has burn scars on his forearms and hands.
Due to his time as a flamethrower trooper, he has lung damage like most. His helmet is equipt with many air filters and seals to keep his lungs safe. Not only that but his lenses have multiple filters to see people/targets through fire/large heat sources.
#clone wars#clones#clone trooper training#clone training#clone oc#original character#original clone trooper#ct-5838 pyro#flametrooper#clone flametrooper#commander jet
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Hmm, Cha Hae-In... if she ran into Sung Jin-Woo at the sword school somehow and is ? that he smells good?
Sugar Mama Cha Hae-In + the Hunters’ Guild going ‘these two are adorable we are going to make this ship sail’
Also he’s adorable and her sword teacher tells her that he keeps getting injured but keeps going on hunts, people think he’s an idiot rich boy in it for the thrill but he doesn’t buy that, no defense and yet he gets wounded protecting their healer too.
Cha Hae-In using her vice guildmaster position to offer him a position on the resource gathering teams, and watching as he goes from shut down and dead inside to smiling and friendly and starting to actually talk to people. They’re like sure, he’s not the fastest/strongest worker, but he’s hard working and does his best and pays attention to instructions.
Meanwhile Sung Jin-Woo is ‘this job comes with medical insurance!’ and Jin-Ah is ‘I don’t have to worry about my brother dying anymore! The Hunter’s Guild would absolutely have like, whole guild social functions where you bring your family and Jin-Ah wanting to talk to Cha Hae-In and explaining the situation and being ‘thank you so much for saving the life of my last family.’
So Cha Hae-In is *manly tears* Such a wonderful big brother! So filial! So cute!
Sung Jin-Woo starts bringing her lunch to thank her and she’s ‘you don’t have to...’ (but it’s really good) ‘I am rich af let me pay you’ and Sung Jin-Woo is ‘sure’ because money.
... to skip ahead, shadow!Choi Jong-In continuing to do paperwork, corresponence and checking over payroll after death leaves him Not Impressed with Ashborn wanting to ditch Jin-Woo (especially after finding out Ashborn made Jin-Woo responsible for his army)
So like, the entire Hunter’s Guild is like, ‘Cha Hae-In has a boyfriend... but we already know him and he is a Good Kid not like, someone who wants to feel dominant over a powerful woman or any of that BS and oh hey this food is really good’ So Choi Jong-In goes ‘we’re going to have a cafeteria now and provide lunches for all the gate teams’ and puts Sung Jin-Woo in charge of it and people are like ‘this is why we call u a genius’
People are like ‘when are you going to ask him out’ and Cha Hae-In is ‘as vice guildmaster I’m his boss! I can’t hit on him!’ so Choi Jong-In is like ‘congratulations you own a restaurant in our guild building now with a lucrative contract with our guild’
Now it’s ‘i can’t hit on him at work! And he feels like he really owes me, I don’t want to make him feel like I was... expecting things’
They are like ah! She is such a good person for an s-rank! Ok, then they need Sung Jin-Woo to make a move! Plan 1: he seems to like watching her train even though he can’t follow a lot of her movements, so we’ll invite him along to watch a fight.
Next up is a double dungeon, but it appeared in a low rank dungeon and the measurements are still weak AF. So like, it’s a mission that the Hunter’s Guild can go on like, just to be sure! But almost certainly safe for an e-rank.
And then you have Choi Jong-In and Sung Jin-Woo scrambling to figure out the rules. Cha Hae-In carrying Sung Jin-Woo over her shoulder, someone else taking Choi Jong-In after he passes out burning up all his MP in the hopes of taking out the statue’s eye beams.
So they’re around the altar with their unconscious boss and the e-rank up on it in the center to be safest, and they’re staring down the statues and debating ‘do we send Cha Hae-In out the door to carry the guildmaster and Sung Jin-Woo to safety, or does that door scream obvious trap because the rule is ‘prove your faith’ and wouldn’t leaving the temple be abandoning your faith?
And Cha Hae-In and Sung Jin-Woo are ‘that would leave you guys without any s-ranks against a very high a boss if not worse.’ and it’s the hunter guild’s duty to close gates first. This gate was counting down when it was reported as a double dungeon, they cannot let this boss gate breach.
The flames count down and, hmm, should the architect react like a thwarted bully or improv some new bullshit to act like everything is within his calculations? So he goes ‘to prove your faith you must now offer a sacrifice’ but instead of obviously giving up the weakling to keep the others alive they’re like yeah, fuck no (’if the porter/guest gets hurt the whole guild has failed’)
So he grabs Jin-Woo and unleashes the statues on the humans with orders to make it hurt but not finish them off, and tells him ‘get on that altar and you’ll be able to leave here with them.’
And Jin-Woo knew he was willing to die for Jin-Ah and Mom, but they’re safe now and he owes that to Cha Hae-In and everyone at the Hunter Guild’s kindness. so he’s ‘ok’ and they are ‘nonono’
He wakes up at the hospital, told he’s the only survivor and he’s been asleep for a month, which... he knew the boss was a lying bastard, monsters don’t spare humans, but he couldn’t just not even TRY/do anything.
...WTF is this? He thought seeing that screen before was some kind of pre-death brain screwery. Jin-Ah and the Hunter’s Guild b-team start coming in and he’s ?? are you guys seeing this? THey are ‘what did that thing do to poor helpless e-rank good boy?!’
Choi Jong-In measures him as an A rank, but instead of being happy Sung Jin-Woo is going through status screens on job class an abilities and...
And then he pales.
And summons the dead.
The boss said ‘he’d go home with them.’ Effing literal words... They can’t speak, but they touch his shoulder to say it’s okay.
...He...
Sung Jin-Woo ends up rejoining the Hunter’s Guild after leveling to S because without any S ranks it would have lost a lot of prestige and ability to take more valuable gates and pay for all the salary, benefits and expensive protective armor.
Doing the JeJu op and since he’s OP, replacing the Draw Sword guild as emergency call-in guild for southeast asia due to like ‘why would we charge you fees A rank gates are where the money’s at if anything we should be paying you for finding them for us’
But if Min Byong-Gyu does die and get turned into a shadow but talks to Baek Yoon-Ho re ‘hey I’m being forced to adore that guy his power is really creepy get me out of here’ and Baek is concerned about Choi Jong-In too...
Sung Jin-Woo’s reaction to the idea his friends are being FORCED to care about him/not be mad he was a useless e-rank and couldn’t save them...
Ashborn seeing Sung Jin-Woo with comrades that ~died with him, like he resurrected his fallen soldiers after did... even more ‘like me’ so earlier decision to not possess.
Ms. Selner going ‘there is great darkness in you’ and he’s ‘can you tell me anything else?’
Hunter’s Guild Shadow Squad wanting to powerlevel for Cartenon temple rematch and then they get sealed instead of getting to attack that bastard? FFFFFFFFFF
instead of ‘get necromancer class’ it’s ‘unlock a prestige class’ so he does get Igris.
He wants to get stronger so he can stop this from happening again, and making sure gates got cleared and people were safe is what they wanted... right?
More examination of using his power on humans/to preserve human souls since like, he can’t get valid consent NOW.
...Chairman Yoo going ‘those lizards killed my son, stole his equips, and made me pay them for being ‘kind’ enough to carry his body out, but I can’t do sh*t because the older brother’s an s-rank,’ and bowing his head.
So Sung Jin-Woo shadowing Jin-Ho, who gets adopted into squad happily. That way he can ask him to confirm ‘those guys did murder you, yes?’
Hunter’s Guild is guild conference rep for Korea OFC, people from guild helping Jin-Woo study up on who everyone is and the contacts they’ve got/are working on. Hwang Dong-Su kidnaps someone else.
During Ashborn meeting Choi Jong-In showing up to SHAME Ashborn for planning to sleep forever (suicide ideation) bc as a leader he should be more responsible than to ditch someone else to take care of the org he’s responsible for. If Choi Jong-In is doing paperwork from behind the grave, this guy isn’t going to get to lie around when humanity desperately needs more combatants at this level/Jin-Woo shouldn’t have to die alone.
#solo leveling#this turned into#Hunter's Guild Sung Jin-Woo Protection Squad#becomes Hunter's Guild Shadow Squad#not shippy because first there's#power imbalance#one way and then the other
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Eternal - Star Wars (One Shot)
There's a Mandalorian in Anchorhead.
Ben Kenobi hears about it during a trip for supplies into Mos Eisley, slipping unnoticed through the crowds. Its when he passes two settlers that the whispers reach his ears as two women speak to each other in nervously quiet voices, talking about the Mandalorian in black and blue that lingers like a frightening phantom or a bomb primed to explode, asking around about 'the desert hermit', and Ben falters.
There's only one Mandalorian welcomed on Tatooine, employed by Jabba the Hutt and unwilling to share his coin pouch, and Ben knows that Boba would warn him if something changed about the Imperial bounty on his head. Boba was a good lad in need of guidance and advice - hardened by the world and tragedy far too early, and still so young in so many ways, despite his complaints that he wasn’t a child anymore. It hadn’t been easy to win the boy’s trust when he had come to his hut all those years ago, arrogant and angry and intent on collecting the massive bounty on his head himself, but Ben had worn him down - a part of him needing a young soul to guide and nurture to feel some sort of control in his life - and the child had been so desperate for a connection to his father’s culture that even Ben’s poor substitute was enough. Boba would have warned him, had he known, because as angry as he was at the world, the young man held tight to the things he considered as his, and as much as he complained and claimed that he didn’t like Ben, the youngster had yet to actually do anything to get his bounty. In fact, he actively kept other hunters away.
So when he hears the rumours of a Mandalorian bounty hunter that wasn’t Boba poking around looking for him, Ben adjusts the bags in his hands, carefully pulls his hood over his face, and calmly slips off the main market road and into the nearest alley. A simple mind trick has the youth gang gathered in the shadows splitting up and heading home to rethink their life choices, and Ben slides into their place, wedging himself between two dumpsters. It’s hard now, to slip into meditation and expand his senses, knowing that he’ll be met with the yawning Darkness in the Force and the lack of the Light of his fellow Jedi in the galaxy, it’s easy to find himself slipping endlessly without a tether until he doesn’t know who he is anymore, but little Luke Skywalker is a calming beacon of light, a sun among dead stars, and his presence in the Force chases off the clinging Darkness and makes it easier for Ben, as broken as he is, to focus.
Mandalorians are surprisingly easy to find in the Force, if one knows what they’re looking for - an indistinct mass shielded by the beskar they wore - but they’re also as rare to stumble upon as a trained Force Sensitive, hunted and scattered almost as much as the Jedi are. They’re a threat, and the Empire made an example of them. A warning to any others of what would happen should they try to fight back against the Emperor. Anyone who could be outwardly identified as Mando’ade had at least a little beskar on their person, even Satine had weaved it into her headdresses, and it was a connection to their lost culture and home that they guarded jealously, even as the Empire collected any and all of the rare metal it came across, often through violent means.
Even the smallest amount of beskar worked to make a Force signature unidentifiable, and for people like Ben, who had worn and owned beskar, the imprints the alloy left on the galaxy around it is easy to locate.
He finds the headache-inducing Force signature in his hut. A fuzzy, staticy spot in the Force with only the faintest of traces of nostalgic emotions sparking among their mind, and the familiar signature of Ben’s lightsaber reaches out to them, an excited greeting like an old love had finally come home.
Alpha-17 comes out of the rise of the Empire with his sense of self intact through sheer dumb luck - apparently all those explosions Alpha had powered through came with some sort of perks, beyond the general sense of awe and fear his inability to die inspired among the brats. He stubbornly avoids the same fate his fellow Alpha-classers meet, staying too useful as a trainer for it to be worth putting down or in stasis as he bides his time and plans his escape.
There’s nothing he can do for the younger troopers, and he’s forced to come to terms with the fact quickly when he sees the blankness in the eyes of the men he had trained. It’s a punch to the guts, one he can’t show, when he passes Havoc and Blitz in the hall and they show no familiar recognition to him or each other - they’re silent, blank, and unrecognizable from the cadets Alpha had thrown around during training. It feels like he’s drowning when Cody shows up and there’s no personality, no burning fire, in his blank eyes as the tactical genius and determined field commander is assigned to a glorified desk job to give a natborn whelp the rank he had been so proud of. There’s none of Wolffe’s feral determination to protect, or Bly’s gentle kindness - and both of them disappear quickly, taken away quietly in the night for decommissioning when they break. So many empty faces and cold eyes, and sometimes it feels like Alpha is choking.
He had raised all of them, and it hurts to see them as walking corpses - it hurts more that he can’t help them.
So Alpha bides his time until he sees an opportunity and takes it. Fox is killed on a mission with Lord Vader, and a new Purge Trooper is needed to replace him - who better than the trooper that had trained him? Alpha adds the clever little cadet and broken man he had known to his remembrances as he puts on his new armour - black-painted beskar’gam, because Vader’s personal death squad were the best and thus needed the best - and marches to face his fate.
They’re hunting surviving Mandalorian commandos when Alpha sees his chance to shed the helmet of a clone and strip out of the ugly red pauldron of a purge trooper, to take up a buy’ce and a new identity. To the Empire, Alpha-17 dies on Concordia, one victim of many to fall in the mines, body buried by tonnes of rocks that would be his tomb. But Alpha lives, he survives, and he finally does the one thing he had always dreamed of doing, but never did because he had vod’e to protect and refused to be like Spar and leave them all behind.
He deserts.
His brothers and sisters are as good as dead now - in fact, death would probably be preferable to what had become of them - and Alpha lets himself disappear. He becomes nameless, faceless, but this time it’s a choice - he becomes ‘ Mando ’, a ruthless bounty hunter with a hatred for Imperials. Any stormtrooper he comes across is put down with a quick, efficient, shot through the head because Alpha doesn’t know anymore which are vod’e and which are the poorly trained natborns that replace them. The Empire only makes half-hearted attempts to kill him, at best, because he’s good at what he does and the Guild doesn’t want to lose him.
He uses his new contacts to listen for any possible Jedi sightings, because he knows that his jetii is still alive. The massive bounty on the General’s head isn’t just for show, afterall, and Alpha knows that the smug sheb is too dramatic to just roll over and die when he could continue living just to piss people off.
Alpha’s already lost everything else - his brothers and sisters, his rank, his purpose - he doesn’t want to lose the only man he’d ever loved too.
Their relationship hadn’t been the steadiest - Kenobi had been his superior, a Jedi that he served because he had to, but then Rattatak and Ventress had happened, and a professional respect had turned into something more through their captivity and recovery. After that, Alpha had been promoted and reassigned to Kamino as a trainer, and he had been answering to a different Jedi General instead. They had taken any moment together that they could, because their duties had led them on different paths, and it hadn’t been easy, because Alpha was a cold bastard at the best of times and Obi-Wan’s inability to properly express himself had come between them, but they had always tried to do better by each other - but it was all gone now.
And maybe Alpha wants more. He wants the stability and support Obi-Wan had always offered him after the loss of everything he had ever known, and he wants to offer it in turn - to have a purpose again. But Alpha is a realist, he knows that it’s not likely that he’ll actually find his lover out there in the galaxy if he doesn’t want to be found as much as Alpha wants to find him, so he keeps his goals a little more realistic. He passes his information anonymously onto the fledgling Rebellion, throwing them what he knows on the postings of vod’e , hoping that what little he can do will help, so he keeps his ear to the ground and continues to give the information onto the Rebellion.
It’s the news about Boba working for Jabba the Hutt that has Alpha flying to Tatooine, intent on hunting his brother down. He hadn’t seen Boba since before Geonosis, before everything had gone to shit and Aurra Sing had gotten her claws into the boy. He’d be nineteen now, Alpha knows - an adult, but still young in the way the other clones aren’t, despite being the first, and alone. He knows his little-big brother can take care of himself, that he’s talented and deadly, but he’s also one of the few free clones that exist, and Alpha wants to at least check in on him.
It’s on Tatooine that Alpha first hears the name Ben Kenobi, and hears the legends of the crazy hermit living in the Dune Sea. The native Sand People of the planet call him a mournful god and they leave offerings so that misfortune isn’t brought upon them. The settlers call him either a crazy old man or the wizard of the wastes. There’s only one thing everyone agrees on - don’t anger the man who lives in the desert. More than one story about thugs trying to shake him down for money includes coming back not fully the same, and Alpha recognizes the description of a mind trick when he hears it.
He’s one of the few people who knows Obi-Wan’s connection to the name Ben, the story behind it, and it’s in meeting young Luke Skywalker and his aunt that Alpha knows that he found him.
The Force holds no warnings as Ben approaches his hut, just the opposite in fact, as it tugs on his robes like an excited child and urges him forwards, but Ben still palms his blaster as he pushes the door open and steps inside. There’s a man sitting at his table, helmetless, and he looks up when Ben closes the door behind him - in his hands, Ben’s lightsaber sings in greeting for the first time in a long time, since it had gone quiet all those years ago, love and the feeling of home chasing away the silence of blood and tragedy.
His bag slips from numb fingers.
Bottomless brown eyes so dark they’re closer to black meet his gaze. They’re fathomless and deep, drawing him in and drowning him in their depths, holding so many emotions that he feels like he’s choking even as he breathes. The handsome bronze face is older than Ben remembers, with more lines and scars than before, and tight black curls are splashed with gray - he’s a decade older than he was, but his face is still familiar and comforting - frightening too, because it brings back the memories of bodies young and old killed in their home by those they trusted, and makes the thousands of broken bonds in his soul ache with the weight of emptiness.
He stares, hand falling away from the blaster at his hip, and the man stands. The armour is different, but Ben recognizes the pattern painted on the black beskar, now accompanied by splashes of gold stating his desire for vengeance for everyone to see, pauldron missing and a shorter kama swinging around his knees.
“General.” The man states, voice gruff and Concord Dawn accent strong, though it’s so much more hesitant than Ben ever has a memory of hearing. His lover was never hesitant, not even when they had first started their secret little rendezvous; he was always assured, confident, and strong - even when chained and brutalized. “ Cyare. ”
Ben shudders, blinking but unable to tear his gaze away from those dark eyes, and his voice breaks when he speaks. “I haven’t heard that in a long time.”
He tries for humorous, and it falls short, but even then the other man smiles, a sad, quiet little thing that spoke of grief and heartbreak and exhaustion.
He’s real.
He’s here .
“Haven’t said it either.” Alpha-17 flips the lightsaber in his hands, stepping closer and closer still until they’re chest-to-chest and in each other’s space for the first time in years, and Ben shivers. “Thought you were always telling those brats of yours that their weapons were their lives.” The man says gruffly, and with a click the weight of his lightsaber is added to his belt, but even then Ben can’t look away from Alpha’s gaze. The other man doesn’t seem intent on looking away either, and large, warm hands linger on his hips, making heat travel from the touch and circulate through his body.
“Hello Alpha.” Ben whispers, reaching between them to grip the edges of his armour, to press his fingers around them to seek out the warmth of another living being for the first time in a long time. He can’t make his voice louder than a shaky sigh, throat tight and heart pounding in his chest.
Alpha continues to stare like a dying man who had seen the other side and wanted more, leaning into his touch until there was no space left between them. “ Su cuy’gar .” He says, awed, like he couldn’t fully believe it, and his fingers spasm, drawing the former Jedi even closer to him, as if he would vanish if he let go. The armour presses uncomfortably against him, but Ben can’t bring himself to care as Alpha presses their foreheads together, noses touching, and every breath mingling. “You’re here.” Alpha says, “I found you.”
“Yes.” Against all the odds, he had.
“ Ni kar’tayl gar darasuum .” His voice is hushed, reverent, and Ben chuckles wetly for lack of what else to do.
“I haven’t heard that for some time either.” He says, instead of what his head is telling him, that he’s undeserving of such sentiment, as he leans into the pressure on his brow and closes his eyes. He can’t cry, not anymore - he has no tears left to shed.
“You’ll hear it for as long as I breathe.” Alpha vows, and Ben shudders again at the truth of that statement that rings in the Force like a bell. “As long as you’ll have me.”
“You’ve become awfully sentimental, my dear.” Ben chokes, and Alpha huffs, breath fanning against his lips.
“After everything - I think we’ve both earned a little sentimentality.” The man murmurs, and Ben laughs wetly. “ Ni kar’tayl gar darasuum , cyare .”
Ben doesn’t want to let go.
“Stay?” Ben asks, clinging to his lover just as tightly as Alpha clings to him.
“Of course.” Alpha promises, hands sliding away from his hips to cradle his face instead, thumbs brushing oh so gently under his eyes - hands that could destroy droids without issue and kill without hesitation, but had only ever been soft when they touch him. “I said darasuum , didn’t I, ner cyare ?” Ben’s eyes flutter open, meeting Alpha’s deep gaze once more, seeing the love and truth in those dark pools, and -
Oh .
Wet, burning tears drip from his aching eyes, sliding down sunburnt cheeks and over Alpha’s strong fingers, a dark contrast against his pale skin, and his lover tilts his head, gently capturing his chapped lips in a silent promise.
Darasuum .
#cole writes#alpha 17#alpha 17/obi wan kenobi#obi17#one shot#star wars the clone wars#star wars#fanfiction#fanfic#post order 66#obi wan kenobi/alpha 17#obi wan kenobi#alpha-17
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Valaran
Valaran is a plane dominated by truly massive arcologies, completely self sufficient, self contained cityscapes dotted across the landscape. Some are massive spires reaching into the heavens, others are spheres residing beneath the oceans or buried pyramids beneath Valaran’s surface. While no two acrologies look alike they all share the same traits of self sufficiency, being built over confluxes of mana. Even the smallest acrology contains hundreds of thousands of souls, supported by mage engines that convert mana into matter, conjuring material from the aether.
While each arcology has their own governments all are in practise mageocracies, given that their vital systems are supported by the magical expertise of mages every arcology is dominated by mages. Whether it’s by political philosophy, economic power, or sheer intimidation mages comprise the majority on ever political body of note. To be born with magic is a golden ticket to a life of plenty, to be without is to be doomed to be looked over. Even democratic and progressive arcologies have mage lead councils and presidencies, the sheer power and importance of mages in Valaran society ensuring their supremacy.
The world outside the arcologies is a landscape dotted with ruins, once home to a truly massive plane spanning Empire, the rise of the arcology spelt it’s downfall. The old Empire relied on a monopolization of resources to maintain it’s hegemony, encouraging a massive trade network that linked continents across the globe to establish an economic dependence on it’s markets. When the arcologies were built, their self sufficient nature provided an alternative to the Empire’s tyrannical rule. Slowly tensions mounted as arcologies began to sprung up across the globe, decades of labour going into their construction, draining resources and entire cities of population into them. Eventually the arcologies declared independence from what they saw as a failing Empire that had been imposing it’s culture and beliefs on the world for too long.
Most of the arcologies declared a mutual defense pact, some stayed neutral or even declaring loyalty to the Empire. Each had developed distinct cultures of their own over the years but the majority all decided that the time had come to break away and become their own political entities in their own right. Each arcologies free to rule it’s people as they wished.
The war raged for nearly a hundred years, slowly swinging in the favour of the arcologies as more and more were completed, people flee behind their defenses for shelter from the war. Powerful magic was tossed around by both sides, the megaspells of the Divines devastating the very land for centuries. Desperate weapon projects were started and abandoned in equal measure by all factions, littering the plane with rouge war machines and horrific monsters that still roam Valaran today. This proliferation of weapons would finally break the back of the old Empire, by the end of the war the overwhelming majority of the plane now resided inside the safety of the arcologies, the once great cities of the Empire being reclaimed by nature and the land was seething with monsters lurking in the shadows.
In modern times most people are born and die in their acrologies, growing up on stories of how dangerous the outside world is. In theory each arcology is capable of support all it’s inhabitants equally, in practise every arcology experiences a massive inequality in the distribution of resources. While people with magical talent make up barely a quarter of the any arcology, they take up over 70% of most the resources in most arcologies. Massively opulent and hedonistic parties are thrown from golden towers while non magic’s busy themselves with making a living Most people live comfortable lives and public education is a mandatory policy in every arcology so that only the poorest reach adulthood illiterate.
Because each arcology is self sufficient traffic beyond the walls is an uncommon occurrence. But it’s not unheard off; for the fabulously rich, mostly mages, they travel across the land in massive ariships, cruising through the sky on personal party barges. Everyone else is force to travel by caravans, hiring a small army of mercenaries for protection, or if they can afford it hiring a Hunter. Aside from tourist Mages the people most likely to travel are Adventures looking to plunder ancient ruins of the Old Empire for valuable scraps, travelling merchants and performers, or people just desperate enough to risk life and limb for a taste of opportunity somewhere else.
And that opportunity is found in two places the Freeholds or the Frontiers. The Frontiers communities of people who for whatever reason leave the arcologies to eek out an existence in the world beyond the arcology walls. These townships usually spring up around major trade routes, if a community can survive the initial few years and establish themselves with the patronage of an Arcology they usually grow into small cities of a few tens of thousand souls. The Frontiers act as extensions of an Arcology, many Frontiers reliant on their parent arcology for advanced magic and resources. While more equal they still suffer from the class inequality of the arcologies. But most people who live in the Frontiers prefer their harder life of honest work makinging a life to toiling in a mage’s sweatshop.
The other option for people who want to leave their arcology but want to truly break free from the yoke of the mages is to venture out into the wild and join a Freehold. Freeholds are rough communities of people who wish to live apart from their Arcology. No two are the same, some are hardy pioneers taming the land free from the yoke of their mage overlords, others are hives of scum and villainy. Religious convents worshiping a Divine, secretive cults, Arcane research facilities that the mainstream discourse dream unethical, Freeholds are a broad classification that covers any settlement not subservient to an Arcology. While they rarely grow beyond a thousand souls, most dying out in a few decades, a rare few survive to truly establish themselves as real cities. The Free Cities are often less corrupt than the Arcologies but with the added drawback of resource scarcity. Most are forced to trade with Frontier townships for resources and the number of truly established Freehold cities is less than a hundred.
Monsters and the old warmachines are a constant threat for these communities, even the arcologies regularly maintain purges on their surrounding lands least anything infiltrate their walls. Which is where the Hunters step into play, mercenary professionals who travel between the Frontiers, Freeholds and Arcologies taking contracts on monsters or occasionally providing protection to travelers.
Hunters are an offshoot of an old super soldier program from the plane’s history, centuries ago in the twilight years of the old empire a cabal of mages banded together to create the perfect fighters. Children were taken and experimented on with alchemical and magical concoctions, out of a hundred only 10 would survive the procedures. But those that did developed superhuman reflexes, mental acuity, stamina and strength. They were made resistant to all manner of disease and toxins, taught a small amount of magic and purposely had their empathy dulled. Expensive, brutal and highly lethal these soldiers were also rendered infertile, least the mage’s weapons slip their leash and breed a new race of superhumans.
Effective as they were their numbers were simply too small to save the failing empire and as time went on they all died out. Or so the world thought, in reality a squad of these soldiers saw the writing on the wall in the empire’s final days and disappeared into the growing wilderness, emerging over a century later to offer their services. In their self imposed exile these soldiers had survived in the wilderness, learning how to fight the roaming monsters of the new world.
They formed the Hunter Guilds, becoming a group of mercenary organizations selling their services for gold and supplies. They still follow the Procedures that created them, taking in orphaned children or purchasing them from the desperate. Even centuries later the odds of survival are no better than when the Procedure was first invented. Often a parent who sells there child never learns of their fate, and in the vanishingly rare moments it is often bittersweet when they do cross paths. The Hunter often either carries a chip on their shoulder at being abandoned, or doesn’t even recognize their parents.
The origin of the Divine Exalted is a mystery as records indicate they predate the even the old Empire, but what isn’t is the forms they come in, seperated into Holy and Unholy shards of White and Black mana. On Valaran angels and demons don’t just emerge from the plane’s mana, instead a shard of energy is formed called an Exaltation. This Exaltation seeks out a soul that fits it’s profile and merges with the person’s soul, granting them fantastic power. A person is chosen for how they act in the moment of exaltation, regardless of the actual content of their character. Angelic shards pick people performing Heroic or monumental tasks, while Demonic shards pick for profoundly selfish or cruel acts. Because of this it is not unheard of for Angelic Divine to go drunk with power and Demonic Divine to be overcome with guilt, but the majority of Divine play to type.
The Divine barely number more than 600 in total, a combination of the rarity of their creation and the tendency for new exalted to take massive risks while still riding the initial wave of power. The Divine are to the best knowledge of the plane immortal, the Exaltations keeping the bodies of their hosts sturdy and strong. The Angels and Demons of Valaran share some traits with their counterparts across the multiverse, but the biggest divergence is that the powers of the exalted is determined by the abilities of the host as the Divine shards boost it’s host’s abilities beyond what is possible by mere mortals. A mortal swordsman can parry an axe, with training an Exalted can parry magic. A mortal mage can throw fire, an Exalted mage can incinerate cities. The Divine look mortal, capable to manifesting their otherworldly nature at will, the only signs that a person of more than mortal is the tell tale glow of their eyes. Angels possess glowing golden pupils while Demons possess similar violet pupils. Many an arrogant mage or conniving trickster has sought to mimic this through illusion magic, though many Divine loath impersonation and most use this strategy sparingly to avoid retribution.
For this reason the Divine are venerated far and wide, with many setting up massive cults of personality around themselves. On Valaran most Arcologies have at least one patron Divine, or multiple. For the most part though the Divine don’t factor into the daily lives of the people and are content to enjoy the mind boggling luxuries afforded to them.
#Alethea#Fanwalker#Valaran#I try to write about my fanwalker#Ended up writing a dissertation on my fan plane#Writer problems
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Interbellum is a tabletop roleplaying game that allows players to take the roles of soldiers, adventurers, deserters or even spies in a world of conflict and the symbiosis of magic and technology. The setting takes inspiration from the aesthetics of the First World War and interwar period.
The system is designed to capture a sense of close combat in trenches, ruins or even whole cities swept away by the total war. Be a small cog in the war machine, survive in military operations with tens of thousands of losses a day. Face the horrors of modern mechanized war, deadly, never-before-seen tanks, the airborne terror of biplanes, the experimental weapons of the future of warfare, forged in constant conflict.
However, this is not the world you know - It is a world of myth and magic, progressed to the diesel age. In other words, your squad can be composed of different fantasy races, where your sergeant can be a formerly enslaved orc or your comrade can be a cursed goblin marauder. In search of a means to break the stalemate of trench warfare, science returned magic from oblivion and tamed it. It changed everything.
The last line of defense trying to stop the dreadful technomagically driven flying fortress.
The game locations are not limited to trenches on the frontline, this setting allows many types of adventures: be deserters and treasure hunters in the colonies, fight in city ruins or the shadow of tanks the size of a mountain, wage “rat war” in sewage networks and subways, or even be the hero of your assault squad in a suicide mission to destroy enemy secret weapons. Your fate is yours to decide: try to survive in war zones, on the frontline or behind enemy lines.
Interbellum uses a proprietary d6 based system, clearly separating the narrative and combat component of the game and encourages teamwork between sqaudmates.
Character creation resembles that of the classic computer-based RPG’s of the late 90's. The choice of main attributes (Agility, Charisma, Intelligence, Perception, Strength, Vitality) and traits - is all familiar. But the choice of race and faction affects a lot - it determines the attitude of NPCs of other factions and races towards you, and can also give bonuses or penalties. The world is still struggling against slavery, for freedom and equality, therefore the influence of xenophobia and prejudice plays a big role in team building and gameplay.
Early sketches of Army Boy mascot in different roles to illustrate attributes.
Another important aspect in creating a character is the choice of his class, his profession. The range of choice is quite broad: Officer, Rifleman, Medic, Mage, Technician, Wild Card and others. Each class gives unique perks and the ability to develop class skills. During character creation you can distribute the starting skill points as you like, but during the game it will be limited only to class skills and only they can be developed to the maximum. Of course, there are also will be workarounds for developing skills and changing your class that depend on the narrative and your game master. Also, your selected class gives you a starting free kit of equipment. Depending on the circumstances, you can purchase additional equipment for bonus points. Levelcap limits the development of the character, so you should consider what the character will specialize in.
Having created the character and built your own squad with your friends, you will now choose one of the pre-prepared missions or one created by your game master. Since the game takes place in an era of rapid technological advance the time period of the mission significantly affects the complexity, the opponents encountered, and the available equipment. Do not forget - this is the era of the arms race, when every year the war brought new items to the arsenal. If you choose Great War - you can start with bolt action rifles in your hands, and finish commanding airborne tanks on airships. In your hands lies the choice of the battlefield: you can participate in another insane attempt to capture an enemy underground fort like Verdun, or try an adventure in the style of Lawrence of Arabia.
Each scenario has a map with the main locations. Moving between them, your squad will run into random encounters - some of them will be harmless, others carry danger or even an opponent. The use of technology provides you with a sense of security and fullness, but this is a very controversial pleasure. On the front line this technology is the hope of your detachment, but the first tanks are capricious, unreliable and very slow. Nevertheless, if your mission and the theater of operations allow, you can take a breezy ride on an armored car, which will support you. Combat uses typical turn-based game mechanics that are a bit similar to skirmish wargames.
Killing enemies and completing missions gives you experience points that allow your character to move to the next level. Each time the player gains a level, he receives several skill points to develop his class skills, and every three levels you can choose a perk. Perks provide an opportunity to further sharpen your character for a certain role in your squad or even acquire magical abilities.
Andre Lagran - famed Death Brigade veteran, fighting for the Alliance faction. He was one of the last defenders of the Border Line.
Specifically, each action and every step in your character’s progress will be very important, the d6 was chosen because of our desire to follow the number 6 in the numerical parameters of attributes, skills, and so on.
An important nuance that brings an element of uncertainty into a conventional war is magic and its manifestations. At a camp deep in the rear lines near the forest, you can battle a gang of vampires, unconquered, and ghosts near the mass graves in place of the old battleground - all this is just the beginning. The select few who own the Gift can use the Words of Power, that is, spells. They are dangerous opponents, but their spells depend entirely on their intelligence and the benevolence of the Higher Powers. Much worse is meeting one of the Touched - a poor fellow who has touched by breath of chthonic chaos from outside of this world. These magicians are literally bursting from the eldritch energy boiling inside them, their bodies can mutate, and they themselves do not use spells, they directly try to control the flows of magical energy with random side effects. Where technology falls, magic creates incredible things.
Interbellum is a fantasy dieselpunk setting. or rather technomagic. What if the usual fantasy world met the era of the first mechanized wars? A world where magic was forgotten for hundreds of years, rediscovered and used to break the positional stalemate, this led to an arms race that spawned 1000-ton steel beasts on land and in the air, make fortresses airborne or devastate whole cities with a few bombs. A world that replaced typical Evil Lords with dictators, knights with armored vehicles, and guilds with corporations. In this world fears of a trench war can materialize, your neighbors can be werewolf infiltrators, and the ghosts of your fallen comrades in no-man's land terrorize the enemy.
Istalian Bastion-class landship. 100 tons of perfect engineering.
Unlike other similar settings, here dieselpunk is dominant, but the fantasy elements serve to deconstruct stereotypes. Of course, magic can be used to create fireballs, teleport and other cool stuff, but the main difference is that magic is used for creating new technologies and machines. In fact, magic used as justification for the typical attributes of a dieselpunk - weird tech, giant vehicles, mutants, etc.
On Jule 7, in the year 1404, the Great War began. Beginning for trivial reasons as a conflict between the two superpowers and their satellites, in 9 years of hellish warfare it grew into a global slaughter between four geopolitical blocs. Hundreds of millions of people were involved, many of them died.
While the three superpowers were competing in the race for technical advancement, the fourth superpower collected magical knowledge bit by bit and united them with its own. From the very beginning of the war, the Sidhean Empire was able to surprise everyone by putting hundreds of combat mages on the battlefield. What was considered lost forever, had returned.
After centuries of oblivion, magic and many other fragments of the Old World rose again. Technology tamed the magic and this created a new leap in scientific and technological development, making the previously impossible now possible.
The playable period in setting will cover almost 30 years, including the Great War for lovers of epic conflict, and local wars in the post-war period. Your character can begin his story as cannon fodder in a world war, and after it become a revolutionary or a mercenary, if he survives on the battlefield.
Factions:
Coalition - a bloc created by one of the oldest and largest human states in the Interbellum world, called the Ecumenical Empire. The imperial interests lie in the domination of Hearthland and creating more satellites. The most industrially advanced faction of the setting, at the expense of the environment, resulting in decaying forests around their smoke-filled megacities. The rigid rule of law and severe punishments are combined with imperial chauvinism, which is a blight on the Empire’s diplomacy, but creates protectionism for their inner policy and trade. The Empire is dominated by materialism and atheism because of the old doctrine that "all gods are evil, and their priests are tyrants”. After the Great War, the Empire was mired in the civil war and disintegrated into several states during the revolution, but the Coalition remained. The Galrian Republic preserved most of the heritage of the Empire, but brought more freedom at the cost of devastation, bureaucracy, the political demagogy and corruption.
Alliance - a union of conservative monarchical states clinging to domination in the central region of the world. A forced union of former rivals against a common enemy, compensates for its technological backwardness with a development balance between agriculture and industry. Having lost almost a quarter of its population in the Great War, in the post-war period it was almost split from within by crumbling empires and national liberation movements. Constant riots, insurrections and civil wars, mass poverty amid the luxury and wealth of untouchable despotic aristocrats all cast challenges on the young Alliance, which consists entirely of contradictions.
Northern League - a self-isolated and mystic bloc of races, nations and countries, united as satellites around the totalitarian elven state, the oldest known race. Forged by constant conflicts with mankind and remembrance of old grudges, northern elves spent more than a thousand years studying artifacts and restoring the knowledge of the Forerunner race, multiplying their magical skills while in the rest of the world technology supplanted the magic. This is the most fantastical and magic-heavy faction of the setting, almost exclusively having full access to fancy magic stuff. Their lag in industrial strength is balanced out by enchanted weapons and technomagic devices, for example, they can raise old fortresses in the air. Dragon-bombers? Check. Trolls with hand cannons? Check. Troopers with magic rayguns? Check. Machines made of living metal, fueled by the dying person imprisoned in them? Oh, boy…
Albian Commonwealth - a bloc of formally independent satellites ruled by the Albian Empire. It is an island-based colonial power, ruling the seas and controlling a large portion of international trade, as well as the development and exploitation of Aborigines in the colonies. Slavery, class and racial segregation are also flourishing in the Commonwealth. However, if you were born a free person in the Commonwealth, then you have many ways to find your place in life. Once in the past, Albia was just a distant province of the Ecumenical Empire, splitting from it during the Dark Ages. Separatists formed a political system around the union of guilds, traders, mercenaries and pirates, which allowed them to capitalize on their advantageous geographical position and control the main oceanic trade routes. They also started a era of great geographical discoveries.
You can also read parts of the lore on our Patreon page.
Kickstarter campaign ends: Thu, June 7 2018 12:22 AM BST
Website: Patreon
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Blog Roll
Since everyone likes those and well I am in need of an update!
Kane Kuran
Sin’dorei Entrepreneur, Assassin
The leader of the Veiled Shadow & The Vanguard Coalition
A born leader, aggressive, sarcastic asshole, doesn’t take no for an answer and has an “I get what I want” attitude for most occasions. Doesn’t trust people easily and would rather see people work for him to respect them rather than they get flourished with everything they want.
FC: Colin O’donoghue
Kre’theas Cross
Sin’dorei Commander of the Guard
A leader of an army battalion
Born and bred to be a Commander of the Guard, aggressive by nature, large in stature and doesn’t take anybody’s bullshit.
FC: Jason Momoa
A'dilen “Scythe” Asto’re
Sin’dorei Soul Harvester
Member of the Veiled Shadow
Would instead speak in grunts and hmphs. He barely ever takes off his mask, always carries his scythe with him. When he does speak, his helmet distorts his voice to remove the possibility of finding him. Works for the Veiled and harvests souls for them.
FC: Ian Somerhalder
Valmere “Wolfe” Kinsley
Afflicted Gilnean Druid
Works underneath Rhoran Rutherford’s battalion
Quiet keeps to himself most of the time has a lot of guilt residing in him because of his past.
FC: Jamie Dornan
Mariana Cross
Sin’dorei Shadow Weilder
The co-leader of the Veiled Shadow
A born leader, and works to get what she wants. She ran the Veiled for over 200 years. She strives to continue its legacy under its motto, “We do not kill unless we necessarily have to.”
FC: Jennifer Morrison
Rhoran Rutherford
Human Commander of the Guard
A leader of an army battalion - Specializes in strategic approaches
Quiet, Reserved most of the time, Outspoken when addressing his army.
FC: Travis Fimmel
Artamiss Bloodrose
Advisor and sole heir to the Bloodrose Clan
Tailor and Mask Crafter
Born leader, and does whatever necessary to get what she wants. She mainly works for the Bloodrose Clan in secret but has done some other minor works for other organizations. Doesn’t take no for an answer and has an “I get what I want when I want” attitude. She is more inclined to teach someone how to do something rather than yell at them, and she speaks in a confident tone.
Facial Reference: Nina Dobrev
Arleth Dawnstrider Kain
Sin’dorei, former Farstrider
As a Dawnstrider, his family vowed and took an oath to have all children work underneath the Farstrider banner. After years of doing work for them, he moved and decided to practice other methods of work. So now, Arleth practices and is inspired to become a monk, but still holds a lot of the Dawnstrider and Fartsrider teachings and mannerisms
Skilled archer
FC: Chris Evans
Kelvash Amakiir
Sin’dorei Demon Hunter
Perfume and Cologne crafter, former advisor to the Horde.
FC: Tom Hiddleston
Eren Blackwood
Sin’dorei Squad Captain
Has an obsessive cleaning disorder, Insomnia and will take violent measures to get things done.
FC: Kit Harington
OOC Blog
Swanrose Aesthetics
A blog for all your aesthetic needs.
You can request an-aesthetic or even edits for your character. Please note the extensive edit may take some time.
There will be more edit ideas for organizations, guilds and even characters in the future that can be bought for in-game gold. (WoW)
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My Top Ten Favorite Characters
[Got tagged by @buruuhan]
Actually i have a lot more favorite characters and find it hard for top 10 because i love all of them. But okay. I’ll try my best.
And since i followed @buruuhan to explain the reasons why i liked them, beware of the spoilers.
Btw, sorry if this post is really, really long.
1. Mr. CEO aka Kuroto Dan from kamen Rider Ex-Aid
Yeah, i know this is really, really, really crazy. But i love him! Actually my favorite character from Ex-Aid is only Pallad. Then i saw Kuroto’s photo where he smiling warmly and it’s the first time i ever fall to someone since first sight. I love his calm, mature, and polite personality. Even after his crazed and evil side revealed, i just realize that we actually not so different since both we have same crazy inner side (i loved seeing characters that depressed, possessed, having double personality, and experiencing mind torture, but not always). I also giving him nickname Mr. CEO (despite now he no longer Genm CEO) and almost calling him Mas CEO (CEO aniki) because he’s like an older brother figure for me. Then when he showed to really have a good heart and care about others (especially his creation, Poppy), i just loved him more. And everytime he do a warm smile, it’s a bless from God for me. Sorry, guys, if you hate Mr. CEO. But i will always love him. Thank you.
2. Parado/Pallad from Kamen Rider Ex-Aid
I giving him nickname Rado from the Japanese pronunciation of Pallad, Parado. At first, i thought Rado is a cold and mysterious person from the presscon photos. But i’m a bit surprised in episode 1 that Rado actually carefree and friendly person despite his villain status. For me, he is a funny and really enjoyable villain in Kamen Rider. He also has possessive side toward something or someone that gained his attention, like Emu (i love this type, but not always). Also it make me touched that despite Rado seems evil and heartless, he actually cared about his race, the Bugsters. I also likes his ‘comrade-more-like-buddy’ relationship with Graphite. And i would really love if Rado, Graphite and Mr. CEO become a canon villain trio since in the series, they parted into different side.
3. Alain from Kamen Rider Ghost
At first, i don’t following Ghost, before i accidentally watch his transformation scene from episode 16 and it’s so gorgeous. I then search information about his character profile and decide to follow some episodes since the new episodes that time focuses on him. My nickname for him is Mas Al (nevermind, this just my strange habit to give my fave character unique nickname). I’m really sad when he loses his father that assassinated by his own brother and later Fumi-baba who teach him about humanity. I also love his friendship with Makoto.
4. Tokoyami Fumikage from Boku no Hero Academia
I never thought that Tokoyami will be my favorite character from BnHA (since i love Bakugo but more into his relationship with Deku). I like his quiet and mysterious personality, also his quirk, Dark Shadow, and how he struggle to control it especially since the villain attack on camping incident. His hero name, Tsukuyomi, is awesome! I giving him nickname Tokoya from Tokoyami. Darkness or shadow usually connected with anything evil or villainy, but Tokoya prove to us that have dark-related power doesn’t stop you from being a hero.
5. Dr. Doom from Marvel
The first time i know Dr. Doom is from the cartoon Super Hero Squad (actually when i’m child, i had watched the cartoon Fantastic Four but i can’t remember him). Funny fact that i love his funny performance in cartoon while in the comic he is more serious and threatening, but i still love the comic version, too. Dr. Doom is really intelligent and cool person who still uphold his pride and shows some honor as villain. He also have tragic past and really loves his mom that he will risk his soul to go to hell just to save her. Even Stan Lee stated that Dr. Doom is his favorite villain. I saw Dr. Doom as father figure (or maybe uncle figure) and sometimes imagine to meet him in his castle and ask him to teach me about any exact subjects (since i’m weak to exact like math).
6. Tusk from Dobutsu Sentai Zyuohger
While i’m rarely pick favorite character in Super Sentai, but once i pick someone, i’m gonna really love them. Tusk is calm and cold-headed person, but he can be tsundere, too, and have bad habit to talk too honest and straight-forward that can hurt someone feelings. While i’m not a book-lover person, i still adore his reading book hobby. I like his clothing, especially one of his cloth (maybe the summer movie version) is exactly similar to my father one. I also love his interaction with Misao. I usually call him Tusk-kun.
7. Jugglus Juggler from Ultraman Orb
My nickname for him is Juggy (no, not Buggy from One Piece). Juggy is really interesting villain and maybe one of the best Ultraman villain for me. I like his monster form design and his katana weapon. Despite he’s not as handsome as my other fave character *cough*, he is still favorite in my heart. I love his rivalry with Gai and i feel pity about his past where he isn’t chosen by light. It’s really a blessing for me when he get redemption in the end of the Orb series and even teamed-up with Gai.
8. Rogue Cheney from Fairy Tail
I love Rogue the same reason i love Tokoyami; they’re mysterious quiet, and have shadow power. While Rogue is the first that i liked before Tokoya. Rogue has little cute Exceed named Frosch and he is really adorable! Rogue is unique because he is partnered with Sting, who has light power. While they have polar opposite personality and power, they worked together really well and for me they’re the best Dragon Slayer in Fairy Tail. Unlike Tokoya, Rogue’s shadow has consciousness and it’s evil. It even takes control over Rogue in the guild tournament before pushed back by Gajeel. And i can’t stop say thank you to Hiiro Mashima that Rogue doesn’t ended up like his future self.
9. Hajime Aikawa from Kamen Rider Blade
I call him Hajime-san. My most favorite from Blade series. A quiet and seemingly cold person who actually warm and nice toward people that he cared. His real identity as Joker Undead is really heartbreaking, especially the fact that in the final battle he can’t hold his beast side anymore. While i love Kenzaki and Hajime close friendship, it’s really sad when Kenzaki choose to become Joker Undead as well by overusing King Form and then never come back so Hajime can live with the Kurihara family. T_T Despite that, his Wild Form is really cool! Everytime he uses that form, especially the bow (i’m in love with the bow), i can’t stop screaming so hyped like crazy people.
10. Stinger and Naga Rei from Uchuu Sentai Kyuuranger
It’s really hard to choose one so i choose both.
Actually not surprising since my favorite zodiac is Scorpio (don’t worry, i still love my zodiac, Taurus), but no, not his evil brother. My nickname for Stinger is Sting. His deep tone is cool for me. I love his close friendship and partnership with Champ (my zodiac and favorite zodiac is such a good combination for me). I’m really impressed with his debut performance in episode 3. His past also really sad and his brother action just make him become a more broken person. Good that Sting has the Kyuurangers as friends.
My nickname for him is Naga (i choose to call him Naga because it sounds familiar in Indonesian language). While i likes Sting’s deep tone, i also likes Naga’s monotonous voice. His curiosity about emotions is really adorable. Also his partnership with Balance is so cute. Somehow, i hope Sting and Naga both can become the focus in one episode, i want to see them interact each other. But since Sting now really close with Cha, i guess just keep praying.
Honorable mention for : Beelzebumon (Digimon Tamers), Terriermon (Digimon Tamers), Tsurugi Kamishiro (Kamen Rider Kabuto), Chase (Kamen Rider Drive), Hunter Bradley (Power Rangers Ninja Storm), Two Face (DC), etc.
Thanks for the tag, @buruuhan ^^
Maybe you want to try, @kingdomofmymind and @i-am-randomtrash00 ?
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Solo Leveling AU where some Guild person notices Sung Jin-woo is in a lot of raids, and goes ‘that guy’s very hard-working and experienced, we should probably recruit’ and goes to look him up and goes ‘HOLY SHIT THIS DUDE IS HOW WEAK AND HE’S DONE HOW MANY MISSIONS WITH SHIT EQUIPMENT WITHOUT GETTING GANKED???! You’re telling me someone who might as well not be a hunter at all has been doing missions on pure skill?!?’
And Sung Jin-woo gets immediately snapped up at a good salary with a family health plan to make it hard for anyone else to headhunt him and assigned to babysitting the newbs and teaching them his survival skills.
Because they probably lose a lot of hunters to overconfidence, overreliance on their powers, and pure inexperience, on top of untrustworthy other hunters. Inn order to git gud, people have to survive long enough to get good, and Sung Jun-woo is the master of that.
Not just the guild’s newbies: the guild person realizes what a huge opportunity for recruitment he’s got here and cuts a deal with the Hunter Association for intro dungeon runs for newbies, open to all, which gives his guild a chance to win over the new talent.
And Sung Jin-woo has such Big Brother Energy~ So you end up with a few years where every new hunter with two brain cells to rub together and a working survival instinct had a three month-long course with Sung-ssaem and his friends making them lunches and teaching them how to watch each other’s backs and leapfrog and use teamwork to leverage power synergies. With an A-rank hunter from the guild or the association along in case they need backup who defers to Sung-ssaem despite the difference in rank, helping nip delusions of high-rank godhood in the bud (the other guilds are grateful to get such well-behaved new members out of this program!).
And then near the end of one of the training courses, a safe dungeon isn’t, and organizing tactics for a group retreat leads Sung Jin-woo to realize that he specifically is being targeted when Woo Jin-chul and the baby tanks can’t hold aggro... And he’s responsible for these kids, and he knows his sister and Mom will be well looked-after...
In the aftermath it becomes clear that some force targeted the clear choice for next head of the hunter’s association for some kind of fuckery? Like, giving phenomenal cosmic power to Sung-ssaem is *nodsnods* and indicates a being with good taste, but this punishment shit??
Sung Jun-woo’s rep in hunter circles and online as ‘the kindergarten teacher of Korea.’ On the island raid at first his former students were excited to show him how badass they’d gotten and let him be the one to get learning on the job while being looked after to pay him back, but then shit went down, Sung-ssaem went ‘not my students you don’t’ and The Kindergarten Teacher Put The Boss In Time-Out (shadow army servitude). Giant effing wyvern? ‘Sung-ssaem’s newest TA’ Sung Jin-woo putting shadow army members in the shadows of all his former students is memed as ‘the buddy system~’
Korean hunters and shadow army: Sung-ssaem/Shadow Monarch Protection Squad Go! Monsters, normals, hunters from other-countries: That is a whole-ass OP eldritch necromancer.
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