#deities for aberration of the elements
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Yes, I made a new design For this character. I had to. I couldn't draw the old design without difficulty. So yeah say hi to Hydra the Deity of Hydro. Again. I love my character. But sometimes they're a pain to design.
I want @shycroissanti to see this because I might be drawing their Oc's with this character.
Long post more under the cut
Hydro deity Keeper of secrets nickname -other names they go by- Hysn, Hysey, Drysey, Dry-dry Hydro goes by She/Her mostly but any pronouns work their gender-fluid
Capital of the Nation Hydro is -------
How they act: in little words friendly, energetic, a maker, and ready to fight when needed.
She's the oldest deity and the friendliest. She sees meeting any creature as a delight. Happy to see you and meet you type of person. Reminds me of a golden retriever most of the time. They're called Keeper of Secrets parsholy due to their making magic and not telling anyone that it exists. Mainly waiting or forgetting until someone discovers it. Hydro does this mostly out of fun like an easter egg hunt…But sometimes they honestly forget to tell anyone. She also loves to make magical artifacts that you need to say or do something to activate their magical properties. The Nation of Hydro is known for this…Even the menus are like this. Hydro honestly loves and cares a lot about people and things. So when they get hurt the sweet person goes cold and when this happens they will fight in any way possible.
What do they do normally? Hydro is a scatterbug. Goodness Hydro works in their temple/Shrine in their small Aquariun form a lot. But they are an avid shapeshifter. In their other human forms, they help out the Magic casters with magical artifacts and the studies of magic. and the Guards with training. and meet with the Aquariuns with anything they might need help with. and more. Hold her in one place for long and they might vibrant into a puddle. Meeting them is easier them most deities just sick by the sea and will see them and you even might be able to talk to them one-on-one.
P.S. All deities have a "true form" like a kaiju form. the design on the left is what they normally use in day-to-day life to not break stuff or scare people. and the right is Hydro's true form -they could get a bit bigger than this though-.
#aberration of the elements#splinter story: a nutcrackers wish#same worlld#deities for aberration of the elements#deities for splinter story: a nutcrackers wish#myart#my art#oc#deities oc#ref sheet#reference sheet
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Ancient Sizes Headcanon
aka why are Everlux so small and Imperials so large?
Size references can be found here: The Largest and Smallest Dragons | Dragon Share | Flight Rising
I know that probably the real reason why Everlux are so tiny is related to them being “bookwyrms” and the reoccurring trope of being “too small to be found”- yet I wanted to ponder a bit why the Everlux are small using lore connections.
Be forewarned, this be long and rambly!
Veilspuns make sense to me for being so small. The Shadowbinder wanted dragons who could spy on others, one who could weave through the brambles with ease, one who could trick and lie and girlboss hypnotize. Small things can be hard to see, hear, catch, and kill. They are the flies on the wall listening to your every conversation.
But out in the sunlight, on the wide-open plains of Light, a small creature is easily picked off by predators (even if they are a dragon). The Everlux’s soft bubbly bodies seem to lack the scales to withstand the dry heat of the sun. They are small and fragile, and run away from combat. They have hidden themselves in the small groves of trees in their cozy cocoons, much like the mice and rabbits of the field make burrows. Their lairs let in light as much as possible, but it seems so odd that a dragon of the Light would hide itself away from the full sun.
Imperials are said to be Light’s firstborn, they are large, scaled, and strong fighters who use their size to advantage. Yet they are Moden dragons, and not Ancient like the Everlux. Sure, the distinction of Moden and Ancient seems thin, but it suggests that Ancient came before Modern dragons- so how can Imperials be Lightweaver’s first yet be born after the Everlux?
Imperials have a unique creation from other dragons, they are an “amalgamation of bone, blood, and the shed essence of the Lightweaver--excavated from ancient battle sites of the First Age. This reclaimed essence was a finite resource; no new Imperials have been shaped by the gods in a millennia”. In the epilogue we read that most dragons were created from the magic of the deities: “the wyrms used their respective magics to create children in their image.”
I headcanon that when the Pillar of the World broke and the Shade was shattered, that elemental magic was disrupted and spread thin across the world. Over time it collected back into ley lines like rain collecting into rivers. Since magic is needed to create dragons, the size of Ancients was determined by the amount of magic available and time spent creating them.
Plague and Nature had their own pools of magic in the form of the Behemoth and Wyrmwound, and Arcane is made of magic. But yet, somethings went wrong. Auraboas are big, which is odd since most rainforest animals tend to be smaller. They were also stuck in a Loop of time, unable to interact with the rest of dragon kind. Aberrations are more medium size, which makes sense since the Wasteland could probably not bear a larger dragon’s appetite. Yet they were deemed failures and left to mutate till they became strong. Aethers are medium size, which would make it easier for them to perform fine motor functions like writing, engineering, and crafting. Yet they developed a hunger for paper, inhibiting the ability to perform those tasks. They all had the magic, but they were created too quickly, imperfectly.
The rest of the elements settled around the largest slabs of their scattered Pillar (a source of magic), changing the lands to suit their needs. Yet the lands still lacked large ley lines of magic, and thus like a well, the deities had to wait for the Pillar chunks to refill with magic. Lightweaver is a perfectionist, she wanted a big dragon, an impressive dragon, quickly, and the amount of magic available was not enough. She dug into ancient battle sites and found traces of her shed essence. Yet something went wrong. Her firstborn progeny began to fuse into monstrosities. An impurity in the magic resource that could not be burned away. And so, she destroyed them and hid their scrolls of creation away (as to how they got out and distributed is another story).
But yet the other gods had started making their own dragons, and Shadowbinder’s children were sneaking into her domain with mischievous intentions. Not much magic was left after the Imperials, and she was so eager to make something to show. So, she made them small. She made them create silk to make beautiful instruments and cloth…and to tangle up tiny Veilspun. She made them prefer the softer sunlight of the forest...so they could also catch those naughty Veilspun. She had them create paper so she could continue her study on Imperials and maybe one day remake them anew. She had them run rather than fight because she could not bear to lose more of her progeny. And she had them chronicle their lives so that they know that every day is precious.
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Episode 6 showed us how the timelines converge — that even despite Great messing with the timeline, the consequences ultimately stay the same, with Great dying from a gunshot wound to the chest.
Again, this reminds me of either a Sir Terry Pratchett or a Michael Crichton plot: that no matter what we do, history has a way of correcting itself.
Great's timeloops created aberrations in the form of people who were supposed to have died, but didn't. However, death or fate or time or whichever deity is messing with them seemingly took the lives of other people as payment for Great's interventions. That is, somebody died in their place instead (i.e., Great's mum).
Overall, what the fuck. This is a great show. I don't even care about the BL elements. Right now, I'm in it for the mystery 😁
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Lilith as "the mother of all woman?" | Demystifying.
Note: this post is not intended to encourage or discourage the worship of Lilith, but rather to bring reflections based on historical and mythological analyses about themes that have been and continue to be extremely distorted.
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(att by Murat Gül)
This is a subject that has sparked extensive discussions in occultism circle for a long time. Certainly, Lilith strongly embodies the definition of Woman Contrary/Opponent to the reigning Abrahamic patriarchal system. But when we talk about Lilith, we talk about a history with deep roots.
We can't say that the image of Lilith was derived from a single entity, but from from different ancient concepts, which I will branch out into a few different lines. Commonly found in Jewish myths (midrash and folklore) the origins of Lilith is dated as a Sumerian Succubus. Then the image of Lilith was presented on the Alphabet of Ben Sirah (a compilation of two lists of proverbs, 22 in Jewish Babylonian Aramaic and 22 in Medieval Hebrew), seen as a demoness instead of the "first Eve".
Look at the history:
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(unknown artist)
1- Lilitu in Mesopotamia:
The Semitic root "LYL" translates to "Nocturnal". Derivatives also include "Lalu": the wanderer; "Lulu": Wanton/Luxurious.
Lilitu was a formless adjective used in Mesopotamia to refer to female entities of the night. She was designated as the Queen of the Lilu, vampiric entities that invaded men's erotic dreams to steal their semen. Thus giving birth to the "Lilins" = man-devouring abominations.
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(art by: P. Lormier 1848)
2- Ardat Lilith
"Ardat" is a term originally related to "prostitutes" and also "impure women". In Mesopotamia, Ardat Lili becomes a Semi-Goddess. Thirsty for blood, sinful and associated with diseases and darkness. Ardat Lilith was known as "unable to produce milk" and "the woman without husbands", "reaper of men".
3- Lamashtu
Another entity rooted in Lilith's foundations, she was the daughter of the Gods of the Heavens. Often depicted with grotesque figures and portrayed with a lion's head, donkey's body, bird's talons, and dry breasts.
Feared by pregnant women, she was known to invade family homes and bind newborns, or even devour them. Lamasthu was also recognised for her abilities to fly and her knowledge of natural elements.
Pazuzu was often invoked as a protector against Lamasthu's forces, to prevent her from her bloody deeds.
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(Art by Dante Gabriel Rossetti, Lady Lilith (1866-1868), Delaware Art Museum)
Frequent confusion:
Confusion between the concepts of Lilith and Ishtar is frequent, where Lilith is sometimes mistakenly equated with a kind of "dark aspect of Ishtar." While Ishtar is revered as the goddess of procreation, fertility, love, and sexuality, some modern interpretations blur these deities, attributing to Lilith - a Vampiric entity, qualities with erroneous concepts such as fertility in a very humane concept: "mother goddess of women," etc. Well, she is indeed, the mother of aberrations and demons in certain mythological and religious traditions, especially in Jewish folklore and Kabbalistic teachings.
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(Old Babylonian, 1800-1750 BC. From southern Iraq. (British Museum, London)
The mythological figure of Ishtar dates back to ancient Mesopotamia, where she was worshipped by cultures such as the Sumerians, Akkadians, and Babylonians. Her divinity encompassed both positive and negative aspects of existence, reflecting her influence over fertility, love, war, and sexuality.
The confusion between Lilith and Ishtar can be partially attributed to the attempt to correlate these deities, often due to their association with femininity and their duality of characteristics. However, it is crucial to emphasize that these contemporary correlations should be approached with caution, recognizing the intrinsic nuances of the specific mythologies from which they emerge.
The challenge, furthermore, lies in the diversity of perspectives regarding Lilith. While some interpretations categorize her as a negative polarity and Demonic figure, others see her as a symbol of female autonomy and resistance. These differences in interpretation can be attributed to the various cultural and religious traditions that have influenced the evolution of Lilith's image over time.
This text aims to clarify, in an objective manner, the underlying complexity of the figure of Lilith, recognizing the multiplicity of historical and contemporary interpretations that have shaped her representation. The approach seeks to avoid oversimplifications and provide a more comprehensive and informed understanding of Lilith's role in the mythologies and cultures in which she is embedded.
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(art by: Marcus Ortega)
I often perceive levels of resentment within the occultism community when this type of content is brought into the historical/ academic sphere, leading to rejection and sometimes unpleasant discussions.
It is of utmost importance, however, to emphasize that bringing content grounded in history about certain entities/goddesses rooted in something many of us oppose - Abrahamic influence and their demiurgic false god; does not imply support or endorsement of this kind of belief.
Dealing with complex subjects requires a certain level of maturity, and relying solely on “voices in one's head" leads us into the realm of fallacies.
Lilith and feminism?
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During the fight for freedom and gender roles during the 60s, Lilith became a "feminist" icon representing rebellion and liberation.
The feminist movement saw interested parties in society take a second look at Lilith’s story. Claiming that she was unfairly demonised by abrahamic creeds and Sumerian mythology. Especially for her refusal to submit to Adam (Jewish Mythology). I see indeed a kind of beauty and strength in the philosophical concept.
Note: Feminism = equity and equality; not supremacy. And Lilith...wel, at this point you should know.
But were it comes the part were everything becomes a big mess:
With the expansion of "religions" and whitewashed beliefs rooted in New Age movements, many have lost their minds, and consequently, some leaven of logical reasoning. And I like to emphasize how the pursuit of knowledge becomes crucial in ancestral practices and historical concepts.
Conclusion?
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(art by: Lord-Scandamour)
Through historical and mythological analyses, it is highly inconceivable to correlate an Lilith as our mother; or a entity devoid of a humane concepts of empathy with the human race, neither human broken concept of love understood by us. Likewise, attributing her as a mother goddess or as I frequently see some peoples affirming they're: "Lilith's daughter" makes no sense (unless you are a demon who climbed the "infernal" mountains to reach the Earth - but let's set aside these schizophrenic concepts). It is important to face reality, especially when dealing with mythological/historical/ancestral cults. Without any lens that embrace interpretations based in fantasy.
Lilith is, indeed, a Vampiric Demon and have always been, she does represents the Dark Feminine, and various aspects of the feminine and rebellion. There isn't a universally standardised way or form of worshiping Lilith, and I am not claiming so. I carry a lot of respect with this force and strong energy, and just find necessary to spread knowledge and informations.
Isheth Zenunim Taninsam Ama Lilith, Liftoach Kilt
<Copyrights>
List of contents for a very diverse research (some still on my readings list/wishlist):
The Alphabet of Ben Sira": This medieval Hebrew text is a primary source for the Lilith myth. It describes Lilith as the first wife of Adam and the mother of demons.
"The Encyclopedia of Demons and Demonology" by Rosemary Ellen Guiley: This book provides an overview of various demons and mythological figures, including Lilith. It may offer insights into Lilith's role as a mother of demons.
"Lilith, Queen of the Night" by Steve Savedow: This book delves into the various aspects of Lilith in mythology and folklore, including her association with demons.
"The Lilith Monographs" by B. Morlan: This series of monographs explores Lilith in depth, and some of them touch upon her role as a mother of demons.
“Devils and Evil Spirits of Babilonia Vol. I” Reginald Campbell Thompson
Lilith: Dark Feminine Archetype" by Desda Zuckerman: Desda Zuckerman explores Lilith as a dark feminine archetype in this book, drawing on both historical and esoteric perspectives.
"Lilith: Healing the Wild" by Tom Jacobs: This book combines mythology, astrology, and psychological insights to explore Lilith and her role in personal and collective healing
The Book of Lilith" by Barbara Black Koltuv: Koltuv provides an in-depth exploration of Lilith from a Jungian psychological perspective, incorporating mythology, dreams, and symbolism.
The Satanic Bible" by Anton LaVey: Anton LaVey, the founder of the Church of Satan, includes references to Lilith in "The Satanic Bible." In the book, she is mentioned as a symbol of female independence and strength. However, it's crucial to understand that LaVeyan Satanism is atheistic and symbolic, viewing Satan as a symbol of individualism and rebellion rather than a deity.
"Lilith: Goddess of Sitra Ahra" by Daemon Barzai: This book explores Lilith within the context of Sitra Ahra, which is considered the "Other Side" or the Qliphoth in some forms of Western occultism. The Qliphoth is a concept within Kabbalistic mysticism, and some practitioners of the Left-Hand Path incorporate Lilith into their esoteric practices.
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Last part of Petra’s backstory. Very lore heavy and honestly, kinda wordy, but all very relevant and I feel like it really ties up the beginning of her story. @ebevkisk
CW: Mentions of trauma and abuse, mention of child death, horror elements
Angel of Blood Part III
Smug red eyes and a smile that could shake anyone’s resolve, a person not too much older than Petra with a facial structure and short red hair stood waiting near a rock and slowly started to pace their way closer. Wearing a dark navy tunic and skin tight black pants, venom filled the air the closer they got.
Petra had spent a week with her thoughts after the Symmetry had crawled into her brain and pried the locks off of it, so she remembered everything. And she was furious.
“Tell me why I shouldn’t gut you where you stand.” Petra spat, still exhausted.
The person cackled. “Come now, is that any way to treat your sibling? And you couldn’t even if you tried.”
Petra snarled. “I don’t see a sibling. I have no family. I had a family. Our so-called father took them from me. People who you call family attempted to corral and contain me for their own purpose. Your parents knew who we were and, instead of treating us with love, they willfully made us suffer. All to teach us a lesson.”
“Our parents wanted us to become strong. They knew the world we would be born into and knew that in order to be the deities they knew we could be, their parenting had to be a little stricter than most.”
That abyssal force that now sat in Petra’s psyche that she now had a name for tried to crawl its way out, but she forced it back down. “That’s even worse considering dad was an angel and mom was a devil, Radurga! You sided with them after all of the pain and suffering they put us through?”
“Oh please, even you, dear sister, the great Goddess of Blood and Shadow, have to admit you wouldn’t be nearly as effective if you didn’t have our loving father’s help.”
She wanted to fight them. She wanted to destroy her sibling, but her body was exhausted. The rations she kept on her were only sufficient enough to keep her alive. She couldn’t age, but hunger would still kill her.
Radurga continued. “Well, either way, Auntie Multanith did what we set out to do. Her angelic charm did quite well against the best mortality had to offer. Now, all of the gods will fly into a rage and mortality will run to the Deep for help. And now, you can finally rejoin the family after being kept from us for so long.” Radurga grabbed Petra’s arm and Petra felt a glaring pain sear through her nerves that she instantly recognized as an enchantment spell, seizing control of her agency.
All of this new information was too much to bear. Her exhaustion wouldn’t allow her to resist and, even if she could, the knowledge that her family and those that worked with them caused the deaths of over a million people caused all of her fighting spirit to flee. As her sibling clouded her brain with commands, a tear ran down Petra’s cheek as she gave in to the aberrant chaos that Radurga willed into her skull.
Then, she heard a click and her brain cleared. Petra grabbed Radurga’s skull and, using her divine power, willed the blood in her veins to form hardened claws on her finger tips. Petra drove the claws into their scalp causing them to yell in agony.
As Petra spun out of their grasp, an aura older and deeper than any she’d ever felt filled her body and the entire world around her came to a screeching halt.
Behind her sibling, a crack in the ground formed and out rose a pure white tiefling covered in tattoos of clocks and scales. Her heartbeat could be felt from meters away and it mimicked that of a ticking grandfather clock. Her eyes were a deep grey and, as she rose from the ground, she waved her hand and Radurga’s face turned blank as if they were being rewired. The tiefling then palmed their forehead. “Young deity, do not presume to know the wills of those who live separate lives. Learn or be swallowed by the passing of eons.” Petra collapsed in exhaustion, and as her vision tunneled into darkness, she witnessed Radurga being thrown into a hole in reality as the god slowly walked towards her.
~~~
Sometime later, Petra slowly woke up to the rumbling of the ground. As she gradually opened her eyes, she found a warm fire, a stew broiling, and the tiefling stirring a pot. The pot smelled like chicken and pine berries and she seemed completely unbothered by the incessant earthquake.
The tiefling turned. At closer proximity, her grey eyes burned with a wisdom and a sheer vastness that was hard to comprehend. It felt as if she was reading Petra at a spiritual level and that there was nothing she could hide.
Petra sat up and almost passed out again. The tiefling offered a bowl without a word as she continued to study Petra. Petra began to wolf down her food, completely ignoring her manners because it had been weeks since she’d had a decent meal.
“Interesting how an aasimar of your nature would stand against another of her kind. Especially one of her blood.” The tiefling spoke with a deep yet calming tone.
Petra felt the experience with her sibling settle into her brain. “I am aasimar, but I’m also nephalem. I’m a hybrid. And that was not my sibling. I don’t talk to my family. My family were two wizards in Pelo Avias and a goblin in Pelevair.”
The tiefling nodded. “I wouldn’t know what that’s like. My sister and I get along quite well. She can be very serious, but only because her job takes a heavy toll on her mental health.”
Petra finished her stew. “You didn’t destroy my sibling, did you?”
The tiefling gave the smallest of smiles. “No. It’s not my job. I merely opened their eyes and displaced them somewhere else on the continent. I cannot confirm they won’t still be insufferable, but the hold your parents had on them is broken.”
Petra nodded and felt a weight lift off of her shoulders. She didn’t care for her sibling, but she knew that trauma wore on people and you can’t always tell how people react.
The tiefling stared deep into her red and purple heterochromic eyes. “You have a touch of destiny about you, young aasimar. Especially one with such a strong affinity towards her domain. Don’t think I didn’t notice the claws.”
Petra blushed. “I didn’t know my domain. Not until today. My parents kept that from me. Blood and shadow, huh? Who knew I’d become so edgy? I couldn’t have something more adorable? Like cats or hellhounds or jumping spiders?”
The tiefling gave a small chuckle. “Remember, actually becoming a goddess takes hundreds of years of work and, even then, it’s not guaranteed. Godhood isn’t based on who you are, it’s based on whom the primordials choose. You would know. You spent so much time in the Accretion that your brain is practically swimming in knowledge.”
A light clicked on in Petra’s brain. “You’ve been watching me. You’ve kept an eye on me my whole life. How come you never talked to me?”
The tiefling gave a warm laugh. “And do what? Hi, I’m an ancient goddess who’s been your protector since you were born and helped you escape your family. Do you want to become my cleric? That sounds weird and I don’t function like that.”
Petra heard she was a goddess and immediately started scanning through the massive library in her mind, searching for the answer. “Nytoria?”
The tiefling smiled. “Who ever said wizards don’t take stock in religion?”
Petra couldn’t believe it. “Goddess of Time, Free Will, and Judgment.”
Nytoria looked impressed. “Most people don’t even know my name, much less my domain. Iridesia would be delighted to meet you.”
The earth continued to rumble furiously. Petra looked around. “What is happening? We’re not near a fault line.”
Nytoria’s face turned grim. “When Multanith deceived the council, hundreds of thousands of aasimar just like yourself were sent to their deaths for no crime other than existing. Why? We don’t know, but what we know is that mortality will believe anyone is a threat if told a convincing enough lie. When those aasimar died, several gods flew into a rage. Behemoth rose to the surface. Veloria started changing the landscape. Lythera even willed the seas to become deeper and more dangerous as punishment. This war got infinitely more heated because a goddess decided to interfere with mortal affairs and it cost many of the gods their beloved children. I’ve never seen my sister, Malathriel, more inconsolable. So many souls she had to escort before their time. Lots of them were children.”
Petra felt the weight of this. It came with the realization that the gods did deeply care for humanity and that’s why they kept their distance.
Nytoria continued. “Hence why once we restrain the Disciples of Ruin, we will draw up the Accords of Disparity. Humanity is meant to grow on its own and, if we keep interfering, who knows if any of us will survive. We would still create clerics and warlocks and paladins, but we can’t directly affect mortality’s course.”
Petra nodded. This was a lot to process. Nytoria continued. “Which brings me here. Petra, my darling, I need you to be our eyes and ears. Once this war ends, I want you to gather trusted people to help lead humanity in the right direction. Not directly, just make sure no outside forces try to sway their progress. There are several different planes with enemies, deific or otherwise that have their eyes here and we can’t always be there to drive them back. Especially if we can’t interfere on a mortal level.”
Petra felt nervous because she never saw herself as a leader. She was a bookworm. Knowledge and spells were her comfort zone. She also knew, if she didn’t do this, more people like hers would be lost to nightmares like this.
Petra nodded. “Then I accept.”
Nytoria smiled. “I knew I chose right. Stick out your arm.”
Petra pulled back the sleeve of her left arm and Nytoria turned and grabbed her wrist gently. “Now, this is going to hurt really bad, but I need you to trust me.”
Nytoria started chanting and Petra felt every nerve in her body sear with pain. Every blood vessel she had felt like it was going to pop and she started to buckle under the intensity. She looked down and, through the agony, she saw a glowing blood red sigil appear on her skin that ran up her arm and stopped at the inside of her elbow.
The pain stopped and Nytoria pulled out a bottle. “Here, drink this. It should help.” Petra took a swig and it tasted like cinnamon.
“You are now a blood cleric of Nytoria. This should help you discover more about your domain and open you up to more divine magic. Also, when you find more trustworthy individuals, this will mark them for me to bestow my blessing upon them. You don’t need it, but they will have the same resilience that you do. Once they hit 26, they will become incapable of dying by natural means and they won’t age.”
Petra was on the verge of tears. Her life had been a mess of people coming and going. She finally felt like she had an anchor. Someone invested in her success who could help her protect herself and those she cared about.
Nytoria stood and, from the void, she pulled a beautifully crafted rapier and presented it to her. “This is a Song of the Myriad. If it exists, it can become it. Something tells me you’ll be able to use it to its full potential.”
Petra grabbed it and it almost felt alive in her hands.
Nytoria smiled at the now rising sun and a tear ran down her face. “I will try to talk with you as much as I can, but I can’t make any promises. Just promise me, you will be the unseen blessing the world needs.”
Petra smiled. “I’ll do my best.”
Nytoria placed her forehead against her new cleric and vanished.
~~~
200 years later, the taps of Petra’s boots echoed through the hallways of her fortress. Olvara, a mage of great reputation, had gifted it to her right before her death and so, Petra had named it Olvara’s Pocket. The fortress sat outside of the material plane in its own dimension.
Petra had spent the last 200 years learning everything she could glean about everything. Mortality, combat, magic, divinity. There was still a lot to learn, but she had begun to feel capable that she could fulfill her patron’s wishes. She had also managed to find people that she could call a family of like-minded individuals.
20 years after her pledge with Nytoria, the gods had recused themselves from general mortal interaction and had retreated beyond the reach of the material plane. Some hid behind the divine gate, some sequestered themselves in the material plane outside of the purview of the living, others were restrained in the deep or had retreated to safe havens after their devastating loss. Mortality had continued to rebuild and slowly the world was finding its anchor.
As she reached the doors to her main banquet hall, she heard the chatter of the people she had come to trust as she swung them wide open.
As she walked closer, she observed the people she had spent years getting to know as they returned the look with various responses. A purple tiefling and a being from the astral plane had a distracted gaze like they were in another room with their respective projects. The druid and the paladin gave their undivided attention. A mermaid came up to the surface from her canals that ran throughout the stronghold and a monk had no reaction, though Petra knew she was probably the most attentive in the room. From the ceiling, a girl with Draconic wings who she knew as her second in command landed next to Petra. “Ready when you are.”
Petra felt a swell in her chest as the confidence she’d been growing for a long time finally started to show.
“Hello, my lovelies. I have new intel. Let’s make some dinner and take a night to relax. We have some things to talk about.”
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Magic Item Special Features
You can add distinctiveness to a magic item by thinking about its backstory. Who made the item? Is anything unusual about its construction? Why was it made and how was it used originally? What minor quirks set it apart from other items of its kind? Answering these questions can help turn a generic magic item such as a +1 Longsword into a more flavorful discovery.
Use the following features below to fill in details about a Magic item's history. Some make sense for certain items than for others. If you roll something that doesn't make sense roll again choose a more appropriate one or use the rolled detail as inspiration to make up your own special feature.
For the purpose of this "you" refers to the item's bearer.
Magic Item's Creator or Intended User:
Roll a d20:
1 Aberration: The item is ancient. At a glance it seems to be covered with mucus.
2 Celestial: The item is half the normal weight and inscribed with feathered wings suns and stars. Fiends find it repulsive.
3 Devotees of Lolth: The item is half the normal weight. It is inscribed with spiders and webs in honor of Lolth.
4 Dragon: This item incorporates precious metals and gems from a dragon's hoard. It grows warm within 120 feet of a Dragon.
5-6 Dwarf: The item is durable and has Dwarvish runes worked into its design. It might be associated with a clan that like to see it returned to their ancestral halls.
7 Elemental Air: The item is half the normal weight and feels hollow. If it's made of fabric it is diaphanous.
8 Elemental Earth: This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock.
9 Elemental Fire: This item is warm to the touch and any metal parts are crafted from black iron. Flame imagery covers its surface.
10 Elemental Water: Lustrous fish scales replace leather or cloth on this item and seashells and worked coral (as hard as any metal) replace metal portions.
11-12 Elf: The item is half the normal weight. It is adorned with symbols of nature: leaves vines stars and the like.
13 Fey: The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight shedding Dim Light in a 5-foot radius. Any metal in the item is silver or mithril rather than iron or steel.
14 Fiend: The item is made of iron or horn and any cloth or leather components are crafted from the hide of Fiends. Leering faces or vile runes are engraved on its surface. Celestials find it repulsive.
15 Giant: The item is larger than normal and was crafted by Giants for use by their smaller allies.
16 Gnome: The item is crafted to appear ordinary and well used. It could also incorporate gears and mechanical components even if these aren't essential to its function.
17-19 Human: The item was created during the heyday of a fallen human kingdom or it is tied to a human of legend. It might hold writing in a forgotten language or symbols whose significance is lost to the ages.
20 Undead: The item incorporates symbols of death such as bones and skulls and it might be crafted from parts of corpses. It feels cold to the touch.
Magic Item's History:
Roll a d8
1 Arcane: This item was created for an ancient order of spellcasters and bears the order's symbol.
2 Bane: This item was created to oppose creatures of a particular type such as Aberrations or Dragons.
3 Heroic: A great hero once wielded this item. Anyone who knows the item's history expects great deeds from the new owner.
4 Ornament: This item honors a special event. Inset gemstones gold or platinum inlays and gold or silver filigree adorn its surface.
5 Prophecy: The item features in a prophecy: its bearer is destined to play a key role in future events.
6 Religious: This item was used in religious ceremonies dedicated to a particular deity. It has religious symbols worked into it.
7 Sinister: This item is linked to a deed of great evil such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it.
8 Symbol of Power: This item was once used as part of royal regalia or as a badge of high office.
Magic Item's Minor Property:
Roll a d20
1-2 Beacon: You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet or to extinguish the light.
3 Compass: You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.
4 Delver: While underground you always know the item's depth below the surface and the direction to the nearest staircase ramp or other path leading upward.
5-6 Guardian: The item warns you granting a +2 Bonus to Initiative so long as you aren't Incapacitated.
7-8 Harmonious: Attuning to this item takes only 1 minute instead of a short rest.
9 Key: The item is used to unlock a container chamber vault or door.
10 Secret Message: A message is hidden somewhere on the item. It might be visible only at a certain time under the light of one phase of the moon or in a specific location.
11-12 Sentinel: The DM chooses a kind of creature such as Mind Flayers or Trolls. This item glows faintly when such creatures are within 120 feet of it.
13 Songcraft: Whenever this item is struck or is used to strike a foe you hear a fragment of an ancient song.
14-15 Strange Material: The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
16 Temperate: You are unharmed by temperatures of 0 degrees Fahrenheit or lower and 100 degree Fahrenheit or higher.
17 Unbreakable: The item can't be broken. Special means must be used to destroy it.
18 War Leader: You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.
19 Waterborne: This item floats on water and other liquids. You have Advantage on Athletics checks to swim.
20: Roll twice rerolling any additional 20s.
Magic Item's Quirk:
Roll a d8
1 Blissful: You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.
2 Confidant: The item helps you feel self assured.
3 Covetous: You become obsessed with material wealth.
4 Fragile: The item crumbles frays chips or cracks slightly when wielded worn or activated. This quirk has no effect on its properties.
5 Loud: The item makes a loud noise (a clang shout or resonating gong) when used.
6 Metamorphic: The item periodically alters its appearance in slight ways. You have no control over these minor alterations which have no effect on the item's use.
7 Painful: You experience a harmless flash of pain when using the item.
8 Repulsive: You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it.
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CREATE A DRAGON BASED ON YOUR MUSE !! Create your muse as a dragon then tag however many people you’d like to do the same! Remember to REPOST, do NOT REBLOG
I'm redoing this post from forever ago 'cause Flight Rising has had some major updates since then.
for Mephiles:
Aether F
Obsidian Wrought (Aether)
Black Blaze (Aether)
Nightshade Gembond (Aether)
Nature Element for eye color; Dark Sclera
Aethers are an Ancient breed of dragon. They're from the Arcanist, an astronomy-oriented deity of the world of Flight Rising. IIRC Aethers launched themselves into orbit and disappeared for a while, but it's okay, 'cause they're back. Or something. SPACE DRAGONS.
for Iblis:
Banescale F
Maroon Ragged
Garnet Peregrine
Cerise Flameforger
Nature Element for eye color; Bright
Banescales are another Ancient breed in a wyvern shape, which is perfect for Iblis 'cause we didn't have these when I originally did this.
Tagged by: N/A
Tagging: Anyone that's got a few.
the generator gave me a yellowish Aberration to start with when I went to do this and I thought a Solaris dragon was hysterical. C'mon. One head even has a third eye on top of its head!
Aberration F
Sanddollar Flaunt
Sanddollar Constellation
Orca Scales
Light Element for eye color; Faceted
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Had a cool lore thought that no one can disprove because most dragons only have one side of the face visible anyways
Dragons persistently exposed to strong sources of elemental energy might have one (or two, for mirrors, or varying numbers for Aberrations) of their eyes slowly shift to the other element's color
Having spent long lengths of time around a deity is the obvious one, but also say, pairs of powerful mages who work with one another for long lengths of time might very well end up with matched heterochromia, anyone working with strong magic sources (like reactors in Lightning) not of their birth flight can have this happen, too
It fades very slowly (over the course of years) back to the original color if the exposure stops being a consistent part of their life, dragons this has happened to may try to either expidite the fade through strong exposure to their birth element, or attempt to maintain the eye difference since it's a sign of something important to them (whether it be an specific joyous event, a bond with another dragon, a sign of fealty to a deity other than the one whose lands they were born in, etc.)
#More than anything the idea of a pair of mages worked together so long that they ended up with matching eyes#Not even as a romance thing but like.... A show that these two strongly respect each other's work and have a close bond because of it#Insisting to work with each other over everyone else
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Critical Role Predictions: Campaign 3 Edition
So I caught up with CR during quarantine, and now I have brainrot. This will be the very first time I start a campaign at the same time as everyone else. So for the future, my posts regarding critical role will be tagged as “CR spoilers”. I am sorry for everyone who follows me for something else. I am sorry that you have to witness the person I will become tomorrow. But I’m not going to apologize for becoming that person, cause nerdy ass voice actors playing DnD make me very happy. Also, no race predictions here. I just don’t have enough knowledge of what races the cast like to play and what they like about the races to make a prediction I’m happy with. With that, onto my guesses.
Ashley first. I think she’s gonna go with Paladin. Pike and Yasha were both heavy hitters very connected to their deities. I think Ashley enjoys giving damage, and the strong religious associations help her build her character. Of course, I could be wrong, Fearne didn’t have the religious associations, but it’s nice to try something different. In terms of subclasses, I think there’s gonna be a lot of Tasha’s rep, so Oath of Glory would be good.
Laura now. I think Laura absolutely loved Jester’s trickery abilities, but wasn’t the biggest fan of the cleric’s base abilities. She’s shown a preference for mixed classes (Ranger, Cleric, Four Elements Monk with Farriwen) I think Laura would make a fantastic bard. Specifically I think Creation or Whispers would suit her playstyle. Laura can be a mastermind if the situation calls for it, and just loves doing insane stuff.
The one, the only, Mr. Sam Riegel. I could see him doing a Life cleric purely to dunk on Laura for Jester not healing, but more seriously, I’m thinking Sorcerer, possibly Aberrant Mind or Wild Magic. Sam brings a special kind of chaos to the table, and while Nott/Veth got some of that good magic as an Arcane trickster, I feel like he missed the amount of spells Scanlan had during campaign 2. Plus, we haven’t had a sorcerer since Tiberius, so I wanna see at least one person try it.
Travis, I’m thinking he got a taste for spellcasting with Fjord. Druid maybe? Circle of the Shepard, just because I love the thought of Travis with an animal companion.
Taliesin, in my heart of hearts, i’d love for him to play a Warlock. I don’t think he will though, just because it’s too obvious, King of the Goths being a warlock. Since Tasha’s revamped the Ranger, I think it would be great if someone took another crack at it. I‘d love to see Tal do Horizon Walker or Fey Wanderer, I think that’d be fun. Or he‘s gonna do another Matt Homebrew Class, cause he seems to really like them.
Liam, I wanna say Blood Hunter. He seems to like both martial and magic classes equally, he had as much fun with Vax as he did with Caleb. Order of the Lycan, because he just seemed so happy with being the big strong guy in Darrington Brigade, and I feel like he wants a break from super-squishy Caleb.
Marisha is a wildcard. I feel like she hasn’t found a playstyle she really really likes yet, so she could go with anything and it would make sense. She’s gonna romance a goth with wings though. Girl is consistent in that respect.
#critical role#campaign 3#cr spoilers#marisha ray#liam o'brien#taliesin jaffe#travis willingham#sam riegel#laura bailey#ashley johnson#matt mercer
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Theory: There’s real lore significance for the starter / plentiful breeds w/ regard to their origin flights
I’m putting this under a readmore because it got longer than I expected.
All players when starting an account get two progenitor dragons that are distinctly locked to only 4 breeds. While the doylist explanation is that it would be overwhelming and a bit broken to just let people pick whatever breeds they wanted for their custom progen / random progen and locking it to those breeds makes it easier to randomly generate a dragon for it, I do think there’s probably a non-apparent in-universe lore reason why progenitors always start out as one or two of the plentiful breeds, and not any others.
Tundras? Ice flight babyyy I think it can be said for certain with what lore we’ve got for the Gaolers, the Banescales, and even the Aberrations that it seemed like during the Pre-Flight rising but Post Pillar-shattering era that of the eleven, the Icewarden was the most ambitious on trying to corner the shade problem. The Gaolers were created to jail the shade, and results seemed to vary about their effectiveness for anything outside of that scope, like combating the other flights as we see in the lore stories for both the Banescales and the Aberrations (although only briefly mentioned). Still it definitely gives me the impression that contrary to what the Earthshaker thought, there was at least another deity who was REALLY INVESTED in trying to protect the world from the shade. Perhaps the icewarden thought that the only way it would ever be feasible would be to do so by himself (and implicitly without any other creature, dragon or deity, standing in the way). To that end perhaps tundras were made as a modern solution to an age old problem for the icewarden of “okay how do I deal with the dragons from other flights?”
Mirrors are plague-natives who spread very far and fast in their bid on strengthening themselves (or at least their numbers). That alongside the fact that the Plaguebringer never really knew a period of like... deity cooperation prior to the destruction of the pillar really sets up for a particularly power-hungry motive behind them. There’s an Armistice sure, but that didn’t last forever, and tensions were already mounting before it broke. There’s a motive for her to at least be invested in shoring up her numbers, especially if she lost her first / original ancients to the Wyrmwound goo (and turns out she got them back after all this time but I digress).
Fae are very common place, and while I do not think it’s necessarily as intentional for a means of control through large population size like one could argue for the Tundras and Mirrors, I definitely see the Arcanist just sort of making them on impulse alongside whatever ancient arcane species that could / would happen and then turning them loose just to see what’d happen. I don’t think there is room for potential ambition or malice there, but rather just an impulsive decision just to see what would happen.
This all circles around to the Guardians and their missing patron deity, the Tidelord. Beyond just being the biggest of the Plentiful breeds (and also on the larger end of the scale for modern breeds as it stands), the most defining feature of Guardian lore is the Charge system they have going. The need to protect and it manifesting so profoundly that they have a charge they guard with their lives. We also know the Tidelord and Water as an element is very tied to prophecy.
I think the Tidelord made Guardians out of genuine good will to protect modern dragonkind and made them very plentiful because he knew what would come, and with all the existing lore I don’t know if the same could be said for the motives behind creation of the other three plentiful breeds.
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Hi! Man, I'm getting a lot of posts out again huh? Well, these little guys have been in the works for a bit. since I am in a way putting these guys in Aberration of the elements. I should explain the basics of these guys. I hope you like them.
And since you like space stuff here @shycroissanti
repeating text in the post down below.
Carbenknights this species completely forms from magic. Its surrounding area helps form its body. Make Their body A testimony of the magic in the area and whatever inspired them. They are a galactic species forming where there is a lot of magic. They can copy, create, and form magic with limitations. They can travel to other planets. Traveling out of curiosity. There are a couple of ways for normal people to also become these fluff balls. But for the introduction, this is how far I'll go on that topic.
Their heads and bodies can vary a lot. Due to the magic they formed from and what they like. to point one of them out. This one was formed with a lot of plant magic. But they like the animals around them when they were formed so they took some of their traits over time. So they plant like fur but have animal-like traits.
Carbenknights can form traits of things they like immediately or over time.
They are commonly fluffy due to the magic forming and swirling into a ball-like form before completely. Creating the Carbenknights. But sometimes the magic is more solid and viscous. Making it more like mixing paint of different types or making a smoothy. They are more slimy but still friendly.
Carbenknights common traits that Identify this species. There is a star mark somewhere on their bodies.. these are the most common types you can find for their head patterns.
Carbenknights bodies can very more than this. These are for example. on how they look. The count of fingers can vary. Tail size and even if they have a tail could be for balance or how much magic was there when they initially formed.
Carbenknights have wings or tendrils. Both can be hidden from sight with magic. these are the types of wings or tendrils they can have. They still have marks on their back where the wings or tendrils reside on their back when hidden.
#aberration of the elements#splinter story: a nutcrackers wish#same worlld#deities for aberration of the elements#deities for splinter story: a nutcrackers wish#myart#my art#oc#ref sheet#reference sheet
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#27: Athena, Goddess of Wisdom
She had to make her appearance eventually, Gods and Goddesses.
Athena is probably one of the most famous deities. Daughter of Zeus, born despite his schemes, ready to defend the people and Olympus. Contrary to Ares's bloodshed, she represents strategy, military wisdom and careful planning. Spoiler alert: we're not making her a Battle Master ;)
Next Time: HAVE YOU EVER HEARD THE JAGUAR CRY TO THE BLUE CORN MOON!?
Let's see what we need for the SMITE version of Athena to appear in our D&D game:
Ultimate Defender: Even bigger protector than Artio, Athena is a Guardian with High Crowd Control and High Defence.
Reach for the Sky: Athena uses long-reach attacks and her Ultimate allows her to appear by her companion's side for some extra protection.
You and what Army: Athena can summon the Defenders of Olympus to form a shield wall around her, as well as taunt and goad enemies into fighting her.
---
I know I've done this before many-a-times, but I really have no choice here. Athena is a guardian, she has the divine blood of Zeus in her veins... I have to make her a Protector Aasimar. We get a +2 Charisma and +1 Wisdom, 60 feet of Darkvision, resistance to necrotic and radiant damage, ability to speak Common and Celestial, the Light cantrip, and Healing Hands, which lets us recover Hit Points equal to our level once per long rest.
We're going to take the City Watch background, which gives us proficiencies in Athletics and Insight, two languages of our choice, but we're actually going to customize it and replace the Watcher's Eye feature with Legal Authority from the Inquisitor background. This allows us to become a representative of the law, pass judgments and sometimes even carry out the sentence. Basically, we can now tell those who attempt to invade Olympus
ABILITY SCORES
Strength will be first, our weapon is a spear and those are not labelled as finesse. Next is Constitution, we need to be able to take hits. Follow that up with Wisdom, it's kinda our thing, especially when it comes to strategy.
Charisma will be next, it's important for a good leader (and a proud crafter). Dexterity is a bit lower than I would like it to be, but in SMITE Athena is not the quick-and-nimble type. Finally, we're dumping Intelligence. We really need other abilities more, plus it wasn't a smart decision to punish Arachne for winning a competition.
CLASS
Once again, I'm putting a small twist on the prediction and I think this is the first time on the blog we're doing this.
Level 1 - Paladin: We start with the divine warrior. Paladins get a d10 Hit Dice, [10 + Constitution modifier] initial Hit Points, proficiencies with light armour, medium armour, heavy armour, shields, simple weapons, and martial weapons. In the artwork, we see that Athena is not turtled-up in armour, so giving her a half-plate in addition to a spear and a shield seems like a good option. Our saving throws are Wisdom and Charisma, and we get to choose two class skills (Intimidation and Persuasion).
We start by getting Divine Sense, which informs us of any celestial, fiends, or undead within 60 feet of us. We know the type, but not what the creature actually is.
Lay on Hands is similar to our racial ability, Healing Hands. We have a pool of healing energy, equal to [our Paladin level x5] which restores itself at each long rest. As an action, we can touch a creature and restore its Hit Points by whatever points we have left in the pool. Alternatively, we can spend 5 points to remove one disease or poison from the target.
Level 2 - Paladin: We get Divine Smite. Whenever we hit a creature with a melee weapon attack, we can burn a spell slot to add extra 2d8 radiant damage (+1d8 for each spell slot above 1st-level to a maximum of 5d8). Damage increases by 1d8 if the enemy is a fiend or an undead.
We also get to pick a Fighting Style. To fulfil Athena's role as a guardian, we're once again going to pick Interception. Whenever a creature within 5 feet of us is hit by an attack, we can use our reaction to reduce the damage by [1d10 + our proficiency bonus]. We must be wielding a shield or a simple/martial weapon.
Paladins also get Spellcasting. Charisma is our casting ability, and we do not learn cantrips or rituals. Paladins have access to their full spell list and can each day prepare [Charisma modifier + half of Paladin level rounded down] spells. We start with two 1st-level spell slots:
Divine Favour bathes us in divine light and power, allowing our weapon attacks to deal extra 1d4 radiant damage for 1 minute (concentration).
Heroism increases your allies' morale. Until the spell ends (1 minute, concentration), one willing creature we touch is immune to being frightened and gain Temporary Hit Points equal to our casting ability modifier at the start of each turn.
Shield of Faith surrounds one creature of our choice within range (60 feet) for 10 minutes (concentration), granting it a +2 AC bonus.
Level 3 - Paladin: With Divine Health we are now immune to disease. We also get to pick our subclass, our Sacred Oath. Athena is a devoted protector of her city and the gods, so making her take the Oath of the Crown, to uphold the spirit of the nation and service to law seems fitting. We start by getting some Oath Spells; those are always prepared for us and don't count against the total number of spells known:
Command forces a Wisdom saving throw onto one creature within 60 feet of us, as we utter a single-word demand. On a failed save, the target is compelled to execute that command to the best of their ability at the beginning of their next turn. The command cannot force the target to harm themselves.
Compelled Duel forces one creature within 30 feet to turn their attention towards us and fight one-on-one, provided they fail a Wisdom saving throw. For the duration (1 minute, concentration), the compelled target has a disadvantage on attacks made against targets other than us and must make a Wisdom saving throw when attempting to move more than 30 feet away from us.
We also gain access to the Cleric's Channel Divinity. Once per short or long rest, we can use one of the two effects listed below:
Champion Challenge acts similarly to the Compelled Duel spell, as it prevents creatures who fail a Wisdom saving throw to move further than 30 feet from us. The difference is, this ability affects every creature within 30 feet radius.
Turn the Tide lets us use our bonus action to bolster the injured. Each creature of our choice within 30 feet of us regain [1d6 + our Charisma modifier] Hit Points, provided they have no more than half of their Hit Points.
Level 4 - Paladin: Time for our first Ability Score Improvement. We will, however, take the Spear Mastery feat instead. We gain a +1 to attack rolls made with our spear, the damage dice of the spear change from a d6 to d8, we can use our bonus action to extend the spear's reach by 5 feet until the end of our turn, and finally, we can prepare ourselves for a charge. If a creature that we can see within 20 feet of us gets within our spear's reach on its next turn, we can use a reaction to make an attack against it that deals additional 1d8 damage. If the creature used Disengage before, we're not getting the opportunity.
We can also grab another spell: Protection from Evil and Good grants one willing creature we touch protection from aberrations, celestials, elementals, fey, fiends, and undead. Attack rolls against the target are made with a disadvantage, and the target cannot be charmed or frightened by the aforementioned creatures.
Level 5 - Paladin: With Extra Attack we can now attack twice instead of once during a single Attack action.
We also unlock 2nd-level spells and gain two spells from our subclass spell list:
Warding Bond ties up to one target within 60 feet of us. For 1 hour the target gains a +1 bonus to AC and saving throws, and resistance to all forms of damage. Additionally, whenever the target takes damage we take the same amount of damage.
Zone of Truth creates a 15-foot-radius sphere at a point within 60 feet of us for 10 minutes. Creatures inside the sphere must make a Wisdom saving throw or become unable to lie as long as they remain within the sphere's boundaries. They are not compelled to answer, however.
Level 6 - Paladin: We get our first Aura option. With the Aura of Protection, whenever a friendly creature within 10 feet of us must make a saving throw, it gains a bonus equal to our Charisma modifier.
We also get another spell: Magic Weapon transforms our non-magical weapon into a magical one, for the purpose of overcoming resistances and immunities. Until the spell ends (1 hour, concentration), we also get a +1 bonus to attack and damage rolls done with the weapon.
Level 7 - Barbarian: Surprise! I believe it's the first time we jump into the rage machine. I can already hear you saying 'Ares should've been a barbarian!'. Maybe. Maybe not. Hear me out, though: Athena's rage is cold and calculated. Precise and bottled up, to be unleashed only when necessary.
Multiclassing into Barbarian doesn't give us any new proficiencies or skills, but we do get the Unarmoured Defence. When we're not wearing armour, our AC equals [10 + our Dexterity modifier + our Constitution modifier]. Unlike Monks, we still get this benefit even if wielding a shield.
We also get access to the Barbarian's key feature...
As a bonus action, the Barbarian can Rage and gain the following benefits (provided they're not wearing heavy armour):
Advantage on Strength checks and Strength saving throws
Bonus to damage rolls (+2; changes as we level up) for weapons that use Strength
Resistance to bludgeoning, piercing and slashing damage
The rage lasts for 1 minute (unless we dismiss it earlier, are knocked unconscious, fail to attack a target on our turn or taken damage during such) and while it's on, we cannot cast spells. For now, we can Rage twice before taking a long rest.
Level 8 - Barbarian: We gain Danger Sense, to better detect hostility. If we're not blinded, deafened or incapacitated, we have an advantage on Dexterity saving throws for effects we can see, such as traps and spells.
We can also forget about defence when making a Reckless Attack. When making our first attack on our turn, we can choose to do it recklessly. This gives us an advantage on melee weapon attacks that use Strength on our turn, but until the end of our next turn, all attacks made against us also have an advantage.
Level 9 - Barbarian: We can now Rage three times per long rest.
We also get to pick our second subclass, our Primal Path. And this is the moment where we get our Athenian warriors with the Path of the Ancestral Guardian. With Ancestral Protectors, we can call upon spectral warriors of the past which hinder the attacks of the first creature we hit while Raging. Until the end of our next turn, the target has a disadvantage on all attacks that aren't against us and when other creatures attack the target, they gain resistance to the damage type of the attack they make.
Level 10 - Barbarian: Halfway through the build and we're getting another ASI. We're gonna raise our Dexterity by 2 points.
Level 11 - Barbarian: Normally, we would've gained Extra Attack here, but we've already got it from our Paladin levels and they do not stack. We do, however, get Fast Movement which increases our movement speed by 10 feet provided we're not wearing heavy armour.
Level 12 - Barbarian: We can now Rage up to four times per long rest.
We get a new subclass upgrade. With Spirit Shield, our ancestral spirits now provide aid to those we defend. While we're raging, and a creature we can see within 30 feet of us takes damage, we can reduce the damage by 2d6.
Level 13 - Barbarian: At this point, our Feral Instincts are so sharp we have an advantage on our Initiative rolls.
Level 14 - Barbarian: Time for another ASI. Let's round up our Strength and put the other point into Dexterity.
Level 15 - Barbarian: Our additional damage while raging now becomes a +3.
We now get a Brutal Critical. Whenever we score a critical hit (Natural 20), apart from doubling our weapon damage die, we roll one more of the same die and add it to the score.
Level 16 - Barbarian: At this point, our Spirit Shield reduces the damage dealt to our allies by 3d6.
We also get another subclass upgrade. With Consult the Spirits, we can now use our ancestral warriors to cast either the Augury or Clairvoyance spells without a spell slot or material components once per short or long rest.
Level 17 - Barbarian: With Relentless Rage, we can now fight despite death. If we drop to 0 Hit Points while raging (and don't get damaged enough to insta-kill us), we can make a DC 10 Constitution saving throw and gain 1 Hit Point on a success. Each time we use this feature after the first, the DC raises by 5 and resets after we finish a short or long rest.
Level 18 - Barbarian: We get the final ASI of the build and we put two points into our Dexterity. We can also now Rage five times before rest.
Level 19 - Barbarian: Our Brutal Critical increases to two additional dice when scoring a Natural 20.
Level 20 - Barbarian: We end with Barbarian 14, which ends with another subclass upgrade. With Vengeful Ancestors, we can truly pull the Uno Reverse Card. When we use our Spirit Shield (which now reduces damage by 4d6), besides just reducing damage, the spirits now deal force damage to the target, equal to the damage prevented.
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And that is Eda Athena, the Owl Lady! Let's see what we got:
To start off, we're a tank with many protection options for both us and our allies. With increased movement, advantages on initiative and damage-dealing rolls, plus some protection spells, we can easily lead and strategize.
With a half-plate and a shield our AC is 17, we have a +2 to our Initiative, 40 feet of movement, and an average HP of 175.
Unfortunately, our spell repertoire is not great, negative modifier to our Intelligence (if you want to fix that, be sure to hunt for the Headband of Intellect), and no ability maxed to 20.
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Okay, I think this is not a bad build. As always, treat these as suggestions and modify your own builds as you please. I hope you've enjoyed yourselves and I'll see you in the next one!
- Nerdy out!
#smite#hirez smite#protector aasimar#aasimar#dnd build#dnd#d&d 5e#dungeons and dragons#greek gods#athena#paladin#oath of the crown#barbarian#ancestral guardian
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Everyone knew what it meant when a gym was locked down and sealed.
During battles, pokemon could become so confused or addled by the effects of an attack that they forgot their training and acted out. Elements flying, beasts out of control, the only solution to protecting the neighborhood and the people around them was to lockdown the gym. The systems in place throughout the gym would seal rooms off to prevent the spread of fire and noxious substances. Staff would corral the humans into a saferoom, and the leader of the gym would subdue the pokemon.
But this was not done in the scope of a traditional battle.
When trainers wished to become gym leaders, they endured rigorous education and training at the regional academy. Those who made it to their second year were sorted into the divisions they’d serve under. From matriculation to final year, student numbers decreased by 80% as those without the endurance, attitude, or grades were filtered out. Those committed to serving the League underwent a ritual bonding to their division’s patron deity. It granted them the force and power required to subdue aberrant battles, as well as natural phenomena that could impact their territory.
Everyone knew what it meant when a gym was locked down and sealed with no one inside.
It wasn’t something spoken about casually, or in public. Gym leaders had marvelous power, yes, but it came at a cost that was paid every number of months. Most often, they endured alone, held prisoner in their gyms to protect the outside world. Few were the dedicated companions that chose to join them in their solitude for the handful of days – days during which no one outside the gym knew what went on behind the reinforced steel barriers, only that when they finally retracted, parts of the gym interior required reparations. Those that joined the gym leader in their sentence were more often than not in need of a hospital. The League kept them quiet, providing the highest of care and counseling, and signing away their right to speak of the event.
There were some that were intimidated and aggravated by gym leaders, by their salaries paid for by the League, by their local celebrity status, by their lottery chances at being selected as Tournament Elite each time it rolled around. If they knew what gym leaders truly were, they wouldn’t be pitifully irate. They’d be afraid.
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i had an idea and uh... yeah.
how we feeling, guys?
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Dnd Cosmology: Outer Planes (As best as I can describe them)
If the Inner Planes are the raw matter and energy that make up the multiverse the Outer Planes provide the direction throught and purpose for its construction. These are realms of spirtuality and thought the spheres where Celestials Fiends and deities dwell. The plane of Elysium for example isn't merely a home for good creatures or where spirits of good creatures go when they die. It is the embodiment of goodness a spiritual realm where evil can't abide. It is as much a state of being and of mind as it is a physical location.
When discussing anything to do with deities and their realms the language used must be highly metaphorical. Their actual homes aren't literally places at all but exemplify the idea that the Outer Planes are realms of thought and spirit.
The planes with an element of good in their nature are called the Upper Planes while those with an element of evil are the Lower Planes. A plane's alignment is its essence and a creature whose alignment doesn't match the plane's alignment experiences a sense of dissonance there. When a good creature visits Elysium for example it feels in tune with the plane but an evil creature feels uncomfortable.
The Upper Planes are the home of Celestials. The Lower Planes are the homes of Fiends. The planes between host their own unique denizens: for example Modrons are Constructs that inhabit Mechanus and Slaadi are Aberrations that thrive in Limbo.
As with the Elemental Planes one can imagine the perceptible part of the Outer Planes as a border region while lie beyond ordinary sensory experience. Even in perceptible regions appearances can be deceptive. Initially an Outer Plane might appear hospitable and familiar to natives of the Material Plane. But the landscape can change at the whim of a deity or other powerful forces that dwell on the plane which can remake the realm completely erasing and rebuilding existence to better fulfill those forces needs.
Distance is a virtually meaningless concept on the Outer Planes. A perceptible region of a plane might seem quite small on one visit and on another trip it can stretch on to what seems like infinity. Adventurers could take a guided tour of the Nine Hells from the first layer to the ninth in a single day if the powers of the Nine Hells desire it. Or it could take weeks for travelers to make a grueling trek across a single layer.
Layers of the Outer Planes: Most Outer Planes include a number of distinct realms. These environments are often imagined as a stack of related parts of the same plane so travelers refer to them as layers. For example Mount Celestia resembles a sacred mountain with seven great plateaus along its ascent the Nine Hells is like a pit where the River Styx plunges down through nine tiers and the Abyss has a seemingly endless number of layers.
Like the planes themselves the description of layers is highly metaphorical and subject to varying interpretations. The plane of Carceri for example has been described as a long series of spherical worlds arranged like beads on a string with each sphere consisting of 6 nested spheres the layers of the plane. This fanciful description is but 1 attempt to make sense of the distorted geography of a place that isn't even a place in the ordinary sense of the word but an alternate state of reality.
Most portals from elsewhere reach the first layer of a multilayered plane. This layer is depicted as the top or bottom layer depending on the plane. As the arrival point for most visitors the firs layer functions like an antechamber for that plane.
Alignment and the Outer Planes: The Outer Planes are realms of thought and morality more than merely physical reality and they can affect visitors on a deeply personal level as well as a physical one.
At your discretion a creature that spends a long time on an Outer Plane that is not its home plane can begin to take on aspects of that plane's ethos. Visitors to the Upper Planes might feel strange urges to perform deeds of kindness or compassion while visitors to the Lower Planes might find themselves drawn to acts of cruelty or betrayal. Those who spend time on Mechanus and other lawful planes might feel their ties of loyalty to each other growing stronger while those who visit Limbo and other chaotic planes might become temporarily more independent or self-absorbed. These tendencies are best handled by the DM suggestions and the roleplayed by the players but you might award Heroic Inspiration to characters who bring these characteristics to life in their characters.
Planar Dissonance: Celestials who visit the Lower Planes and Fiends who visit the Upper Planes experience significant discomfort if their visits last more than a few hours. After finishing a Long Rest on a plane that is alien to its nature a Celestial or Fiend makes a DC 10 Consitution Saving Throw. On a failed save whenever the creature makes a D20 Test the creature subtracts 1d4 from the roll. The effect is cumulative with each failed save and ends when the creature finishes a Long Rest on a plane that isn't opposed to its nature.
@doodl3
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My assorted musings/theories about Control in one post!! I am having a lot of fun dissecting the implications of all the information we’re getting tiny peeks at. This WILL be a thought torrent so I won’t make any literary-essay-level structuring promises; click through at your own risk of losing sanity over my tangents.
So the base axiom the lore stands on is that reality in Control is shaped by the collective human subconscious in unpredictable ways, causing altered world events, subsequently creating altered items imbued with archetypal properties in correspondence with their historic context, and generally having things go way out of whack.
But, as seen with the whole slide projector hubbub, we also know that other realities/dimensions exist in their own right and can, by virtue of their agenda, and not that of our thought, attempt to invade our reality through resonance-based means. Their motives can run the gamut but we know that their involvement/influence can have far-reaching consequences on our reality.
(there is an argument to be made that both the Hedron and the Hiss could have been extremely potent creations/projections of Jesse and Dylan’s minds altogether, especially since Polaris exists within one of them inherently, and that the slidescapes could simply have been an extension of the slide projector’s astral power still fully fed on human perceptions. But this theory sort-of runs everything else to the ground and makes us the center of the universe, and I don’t like that too much).
This is where the Oldest House comes in! And I love its deeply rooted historic/theological implications just as much as its impression at face value. I believe that since time immemorial, the Oldest House was a stabilizing element, a kind of ward against dimensional rifts threatening our reality. And it did that by presenting itself as a guide for human thought; a house of worship, a monument to service, whichever concept happened to elicit inherent respect and trust in that period of time, allowing the House to then control (ha) our thought through belief systems. Today, it’s a brutalist office building with no windows, which is, like, so on point. But anyway.
The Board. We know that it controls the Oldest House to an extent. Whether it represents the gods and deities we once made up is hard to tell, but its influence over the House’s functions is clear. We know that it had chosen individuals in the past to possibly represent the House’s intentions (today – the Directors of the FBC), giving them access to the Service Weapon and a direct link to the astral plane. I believe these would be our Thors and King Arthurs and Greek heroes and what have you. We KNOW that the Service Weapon is, by definition, the archetypal concept of “weapon” as shaped by human thought, and that the BFC suspects its past forms may have included Mjolnir and Excalibur among others. Today, it’s a handgun. Again, the implications. Delicious.
And I think the Oldest House is the same way; constantly shifting form, shape, and even geographical location to best fit its own archetypal concept, which I conflated with place of respect and/or worship up there, but even that can change to best fit the agenda of, what I think, is stabilizing and warding our reality against foreign resonances. It does this by presenting itself as a guidebook for human thought, tapping into our inherent astral potency, and utilizing resulting constructs – the Service Weapon, the anointed Director, and certain altered items – to serve its own upkeep. As directed by The Board.
(I believe that is also part of the reason why the FBC ended up discovering the House when it did – The Board allowed it per the alignment of the Bureau’s motives with its own. They both wanted to identify, neutralize, and contain AWEs both external and internal in order to keep the public – and by extension their thoughts – fully under control. I believe this had happened numerous times in the past, as well)
But to circle back – why does The House need upkeep at all? My guess is, it’s an extension of the initial agenda, and we KNOW it is inherently tied to (read: contains) thresholds, or dimensional rifts, or just other worlds. Let’s call them other worlds. The Oldest House is an ever-shifting place of power that both shapes and is shaped by human thought, in order to keep that very human thought – our “resonance” – the sole dominating astral force in our dimension. It focuses all incoming “traffic” within its walls and creates the thresholds as bottlenecks – while the traffic it can’t focus on itself, it contains, and brings in anyway - and finally, it uses the Director to keep all these foreign rifts and aberrations in check.
We are the House’s assistant. Familiar word? There’s one person in Control who keeps calling us their assistant despite our formal title being a peg above that definition. It is the Janitor – another very common archetype of stabilization, maintenance, fixing things up; in this case, Ahti – The Janitor – is simply a way for the House, and not The Board, to communicate its intent. The Janitor is as much part of the place of power as are its walls and rooms. They are one and the same. And a Janitor is a role that would be chosen with very particular intent. He knows the House’s innards as intimately as he knows how to keep them functioning.
So to recap, again – The House both feeds on and forms human thought constructs in order to keep other worlds at bay and is very much willing to directly cooperate with people when that agenda is mutually expressed. What if this whole entire system then, of a dimensional hub, a place of power trying to keep our resonance separate from others, is in itself a construct, an ancient expression of a basic human need? Or rather, a basic human emotional response? To go a bit meta, as a story with thematic underpinnings, that would make a sensible endgame to Control’s ideas and messaging.
The Oldest House exists because we needed it to exist, and by consequence, we saved OURSELVES from the Hiss. Among a lot of other things in the past, I’d reckon. And The Board is our “representative” in the astral plane. We made them, too. We cocooned ourselves in constructs that would protect us from all outside resonances – all outside worlds – all outside points of view.
So what am I saying? Is The Oldest House a staunch apotheosis of conservative thought given form? I’m not willing to bet my life on it, but again, it all oddly falls into place. Think about it.
TRENCH let the Hiss in. Why? We’re told the Director of the Oldest House grew irrationally scared of the Hedron’s (arguably benevolent) influence and opted to fight it with fire; with an otherworldy horror. My guess is the House made him do that. The Board, sorry, made him do it. As firm believers in isolating humanity’s resonance from all others, they feared the Hedron’s presence as a variable incompatible with that agenda, and brought the Hiss in AS A WAY of proving their point, of keeping the cycle of fear strong in humanity’s thought, by killing Hedron and then using a newly appointed, freshly brainwashed Director Faden to remove the Hiss from the equation, as well.
Status quo restored, all branches clipped, everyone agrees other dimensions bad.
The emotional response I mentioned was fear. We created The Oldest House out of fear. Fear of the unknown. And it became a feedback loop that disallowed us to ever consider anything else outside of our world as anything other than a threat.
Oh and you know what’s a real swanky way to impose fear on a willing humanity? *guitar riff* religion babyyyyyy
To wit, The Board refers to the House as a Tree at one point. We can find a scribbling of a tree in the Foundation. Ahti hands us a cassette tape from “his old friends” – and the band that starts playing call themselves the Old Gods of Asgard. So a tree connecting worlds. A housekeeper who is a friend to Odin’s pantheon. A chosen hero wielding Mjolnir. Did the House parade as the Yggdrasil at one point? Followed by some other nexus of blind human faith or a system of belief? Or just as religion itself?! And since now we all worship capitalism or some other forms of financial labor/revenue funnels and shoot each other dead in the streets, our Oldest House is an office building smack dab in the middle of Manhattan, its Director carries a literal handgun, and together they keep us safe from outsiders.
It all makes sense with a big ole asterisk that spells out “Yikes” in the end.
Except there’s a caveat here cause!!! Within Jesse lives a spark left behind by Hedron; within her lives Polaris, a remnant of the slidescape, of the outer worlds; a hope for maybe liberating human thought of the endless cycle of fear that keeps it under its own Control. Will we bring the Oldest House down in a possible sequel? Is Jesse a Trojan horse? A byproduct of the Board’s arrogance? I mean we KNOW the pyramid is a hyperfocused, almost blatantly jealous entity that downright bribed us with healthcare plans in order to steer us away from The Former, another extradimensional being that was trying to get in through altered items. So maybe the House itself can be preserved, and its agenda retrofitted, and it is the Board we will have to tear down. It still all fits.
The Board is our projection of fear, the Oldest House is the wall we built to protect ourselves, and Jesse is poised to bring it all down. That’s my theory in a nutshell!!!!
I think I’ll end here for now. I could be entirely wrong about EVERYTHING here but the JUICE in this story is too damn nourishing, dudes.
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What is it to be a Dragon?
(This post contains some musings I’ve written to give me mental inspiration for a ‘Tyranny of Dragons’ campaign I plan to run. I wanted to get into the head of a Dragon, and understand what would be required to compel such a being.)
What is it to be a Dragon? To the two-legged smallfolk that cower in fear or desperately flee from the winged behemoths, terrors of the skies, dragons might as well be gods. Many have fallen to worship such beasts- Dragon cults, entire religions dedicated to one or more of these incredible creatures have sprung up across the ages. It has been remarked by many sages and observers, not least among the Dragonkind themselves, that should they so choose, Dragons could claim dominion of the lands, natural lords of the material plane. That they do not is something every mortal should be thankful for. Dragons make for terrible kings. Why they do not requires a deeper understanding of their nature.
What is it to be a Dragon? Imagine, if you will, being entirely self-sufficient. On your own, through the strength of your talons and the terrifying assault of your breath, you can provide yourself with any food you need, relying on no-one. Your thick hide protects you from the elements. Your wings give you mastery of the air, no far-off land or ocean is barred to you. Spears break against your skin, armour melts, swords shatter, men die when you exhale. The natural world is yours, no mortal creature, barring your own kin, can match you, can claim mastery over you. Imagine all this power, all this freedom. Imagine it not being enough.
What is it to be a Dragon? All Dragons hoard. Even the ones that the smallfolk mistake for being ‘good’. Some hoard wealth, great mountains of it. Some hoard knowledge, guarding grand repositories of it jealously. Some hoard history, hiding away ancient relics of great significance. Some hoard magic. Some hoard friends. Some hoard subjects. Some hoard slaves. How each Dragon hoards is unique. Some common trends appear based on the Dragon’s hue, but there is no clear rule. One might favour coins minted in a certain kingdom. One might like scholars trained in the art of combat. Another might favour the paintings of a certain artist and her apprentices. One thing is clear however- Dragons hoard what others create. They desire what beautiful things mortals create, because in truth, Dragons can only create one thing of any significance. Destruction.
What is it to be a Dragon? All Dragons are alone. A Dragon is fiercely independent, and indeed, they can supply all their base needs on their own. But this has another consequence. Save for those rare incidences where a Dragon might cohabitate with a chosen mate, Dragons are intensely solitary creatures. There is good reason for this, unlike more fragile creatures, Dragons do not need the support of a community to survive. Indeed, the only real threat to an individual Dragon, are other Dragons. This is an oversimplification of course- many things can kill a Dragon, and many things have. But from a Dragons perspective, such creatures are usually easily avoided, lacking powerful Draconic wings, or if the Dragon misjudges the capability of a foe, easily fled from. When a Dragon does die to a mortal or monster, others of its kind view this as an aberration- that creature must have suffered from some flaw that they did not. Weakness, stupidity, slowness- the arrogant draconic minds dismiss any possibility that they might share these traits with the deceased. The only thing a Dragon fears are other Dragons.
What is it to be a Dragon? By default, Dragons are Atheists, by the D&D definition of the word. They know that the Gods exist, they just don’t respect them. A Dragon has no need for prayer, or divine intervention. The Dragons don’t need the Gods, and usually the Gods can’t affect them, residing in planes far from the prime material, so the Dragons simply ignore them. This does, however leave us with a question: If the Dragons do not worship the divine, why are there gods of Dragonkind? Tiamat and Bahumut, alongside other, more obscure deities, claim to be gods of the draconic pantheon, yet few Dragons indeed worship them, and such Deities have turned to the mortal races as their emissaries and agents in the world. Dragons respect the strength of the Draconic gods, as they would the strength of another drake, but long ago abandoned them, when their Empire fell in a millennia long war. It is telling, perhaps, that the Dragons were the ones to abandon their gods, rather than the other way round.
What is it to be a Dragon? Dragons are proud. They exult in their raw physical and magical power over others. A Dragon might destroy a townhouse with a beat of its wings because it wishes to demonstrate that it can. Another might incinerate a Forest because it enjoys the thermals that such an activity creates. A Dragon might dominate a town because it enjoys the terrified mewling of the subservient folk or save a town from a marauding group of monsters because it desires their applause and adulation. Many ‘benevolent’ Dragons, even metallics, act as they do not due to any moral compulsion, but because they enjoy the praise that is heaped upon them for their acts. Some Dragons even seek to gain worshippers, believing that it is only right that they, the most powerful and deserving of beings, receive treatment normally reserved only for gods.
What is it to be a Dragon? Dragons possess within them the spark of the divine. Most never realize this, and never cultivate it, but under the right circumstances, these creatures can enter the ranks of the gods. Most famously in Toril, Tchazzar ascended to become a god-like entity, ruling over a city state and with designs upon a nation. Perhaps the draconic gods are just particularly powerful examples of their kind, and this, perhaps is why Dragons don’t worship them. A dragon does not seek to submit itself to another, it seeks to rule.
What is it to be a Dragon? Dragons do not share power. A Dragon is not content to exist in a subservient state. They seek to either be left alone, or to rule. When Draconic empires have existed, Dragons have competed for power and influence, acknowledging no-one among themselves as King or Queen. Unable to rule over each other without significant risk (a dragon that appears subservient is merely waiting for a moment to strike and claim its authority), Dragons that wish to rule, rule over humanoids.
What is it to be a Dragon? Dragons are smart. Some act as if they are little more than beasts, it is true, but such creatures typically do so by choice, spurning what they view as the ‘pathetic trappings of civilisations’ and embracing their feral side- the barbarians of dragonkind. They are smart enough to recognize their shortcomings as a species- though they rarely reflect on how they can apply to this analysis to themselves. Instead they have developed ways of working with other members of species without risking conflict. Ancient games that simulate conflict, such as the Xorvintaal, allow dragons to use the lives of others in games of intrigue and open warfare to settle disputes, without coming into open conflict themselves.
What is it to be a Dragon? Dragons have life-spans far longer than most humanoids, exceeding even that of the elves. The lives of most creatures appear short and inconsequential to them. When dealing with smallfolk Dragons tend to focus more on lineages or organisations than individuals, which become replaced so easily. It takes an exceptional humanoid to be remembered as an individual by a Dragon, much less respected. Dragons slumber for long-periods, guarding their hoards for many years as their bodies and abilities grow and develop, letting the rise and fall of nations and empires pass them by. A Dragon might not care for the individuals of a local township or city, but care deeply for the place itself, even if only for the entertainment and treasure it provides it. A Dragon may come to know a human family well, as it treats with successive generations of individuals, even if it fails to really distinguish the different family members from one another.
What is it to be a Dragon? Dragons are vulnerable. Dragons are the arrogant lords of the world. They are beings of blistering power and fury. They cannot create, but they can influence the rise and fall of nations, they can compel others to craft great works in their names. Yet for every Dragon of legend, there seems to be a Dragon slayer. A Dragon might be mighty, might be arrogant, but they know these legends too. And they fear death. So, a smart Dragon avoids causing undue trouble, and ensures its subjects or neighbours, while kept fearful of it, do not feel unduly burdened by its presence. Similarly, they avoid provoking more powerful Dragons, and may even make displays of respect or subservience to them. There is no true hierarchy amongst Dragons, but they do respect strength, and theoretically a might Drake, godlike in power, or even a god brought to the mortal plane, could compel them to serve, if only through fear.
It would take an exceptional humanoid to gain a Dragons respect. Think then, on what it would take for one to gain a Dragon’s service. Bribery, perhaps, could work, for a time. Magical compulsion is always an option, though risky- dragons have a ‘legendary resistance’ to spells such as Dominate Monster. Gaining a Dragon’s fear is perhaps the most difficult, and most reliable option then. Consider the Cult of the Dragon. Consider their leader. What could they have done to gain the allegiance of so many great drakes? What power could they wield? What wealth do they command? What promises have they made, and which can they keep?
What sort of being could a Dragon fear?
#tyranny of dragons#dragon#dragons#d&d#dnd#d&d5e#dnd5e#tiamat#the rise of tiamat#hoard of the dragon queen#everyaccentthesame
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