#elemental archfiends
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st-highwind · 5 months ago
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Per popular request (and honestly I don't know why I didn't do this from the start), I have continued the tradition and given the new four elemental archfiends malebranche names like the original four had!
Ciriatto, Archfiend of Thunder (Little Pig)
Graffiacane, Archfiend of Ice (Snarling Dog)
Farfarello, Archfiend of Shadow (Goblin)
Alichino, Archfiend of Light (Harlequin)
Additionally, while reading through names, I saw Calcabrina there! I was a bit disgruntled that Calcabrina didn't mean harlequin, given that they're puppets, but put that aside. Additionally, Barbariccia means Curly Beard when there is another name --Libicocco-- that means Windy! I like Barbariccia though, it suits her.
An additional malebranche name I liked quite a lot was Draghignazzo, "Nasty Sneering Dragon". For the hell of it, I thought it would be neat if that was Golbez' dragon's name! I want to bring that shadow dragon back for more than a boss battle cutscene.
Additionally, on a tangential line of thought, I thought it would be neat if Farfarello is actually the Dark Elf. Canonically the Dark Elf is just...there. I thought it would be nice narrative-wise to bring him back as an Archfiend given his prior success of acquiring the Earth Crystal. It's just an idea and the longer I think about it, the less pliable it seems, but it's an idea nonetheless.
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trident-dragion · 1 year ago
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As I play World Championship 2008 and build more decks, I've come to realize my second favorite theme to build with, after dragons, is Elemental HEROES. This annoys me because if I say my favorite decks are dragons and Elemental HEROES I sound like a basic bitch. "Yeah I build so many dragon and hero decks, it's great. Yeah, my favorite card as a kid was Blue-Eyes White Dragon, why do you ask? Pokemon? I love Pokemon! My favorite's Charizard!" Makes me sound so much less cool than I actually am, smh
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fifth-fiend · 1 year ago
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She reach on my barb til i aa
[loud buzzer noise]
She cagn on my ass til i o
[loud buzzer noise]
She lione on my scar til i... mig?
[loud buzzer noise]
She rub on my cunt til i eh
[DING DING]
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morwaldblog · 2 years ago
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Fantasías Finales animadas de ayer y hoy
Yes, I'm a Final Fantasy Fan
I've heard of the franchise for years, but I never dared to play it because I thought all the games followed the same story and I thought I had to play them all to understand it lol. It wasn't until I decided to try Final Fantasy 4 for GBA a few years ago that I got more interest in it (also because I dowloaded Final Fantasy Brave Exvius). I haven´t played the most recent games but I like the aesthetic of the classic games, maybe someday I'll play the most recent versions
My favorite thing about the games are the monsters, I like to find every single one to add them to the bestiary. Anyway, they're fun if you like classic RPGs, here are three drawings related to the series
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thecreaturecodex · 1 month ago
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Nascent Demon Lord, Carchanore
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Image © @chimeride
[Sponsored by @crazytrain48, from Arduin. Carchanone is one of the Arduin demons with the wildest appearances, but relatively little flavor text. Which inspired me to go off in my own direction, tying into some of my favorite topics in Pathfinder, such as the economy of souls and belief, the qlippoth/demon cold war and the machinations of divinities. The mouths in the claws are borrowed from another Arduin archfiend, Gorog-Nor the Hungry One.]
Carchanore The Death Mole, The Burrower Between CE nascent demon lord of burrows, portals and paranoia Domains Chaos, Earth, Evil, Travel Subdomains Cave, Demon, Fear, Portal Worshipers evil molekin, miners, planar travelers, doomsday preppers Minions katpaskir demons, earth elementals, skymetal reavers Unholy Symbol a molehill with a spiked ball protruding from the top Favored Weapon heavy flail Devotion spend one hour digging. At the end of the hour, while standing inside the hole or tunnel, kill a living creature and consume some or all of it. Gain a +4 racial bonus to saving throws against paralysis and petrifaction. Boons 1st—stone call 2/day; 2nd—stoneskin 2/day; 3rd—plane shift 2/day (as 6th level spell)
Nascent Demon Lord, Carchanore CR 25 CE Outsider (extraplanar) This creature is the size of a wagon, a cross between a mole and a lobster covered in stony armor and spikes. It has eight elephantine legs each ending in sharp claws, and a long tail tipped with a spiked ball. Its arms are long and have crab-like pinchers. It has a circular whirling maw set in its eyeless face, and similar orifices open up in the corners of its claws.
Carchanore is a monster caught between worlds. Once, the Death Mole was a qlippoth lord who lived as a simple predator, albeit of the great wrackworms that crawl between the planes. His gift at digging is such that he can bore through planar boundaries in pursuit of his prey, and his knowledge of earth and stone made him occasionally revered by subterranean humanoids such as molekin or troglodytes. Deskari, Lord of the Locust Host, considered him a nuisance and a possible competitor to the portfolio of portals, and Yamasoth resented their shared domain of Earth. After Deskari was killed in the Material Plane, the severed faith of his remaining worshipers was cast into the multiverse, and the Burrower Between happened to be its recipient. The exposure to faith and sin warped Carchanore into a nascent demon lord. It made him rather more powerful, but also more vulnerable; without a domain to call his own, Carchanore cannot rejuvenate, and now is terrified that either old enemies or new will slay him. So he roams, digging his way from plane to plane and stopping only to rest.
Carchanore is a straightforward combatant. He prefers to fight with his natural weapons than with his earth magic, although he appreciates his newly gained ability to summon demons. Carchanore’s hide is stony hard and covered with sharp spikes, and weak creatures striking him may shred themselves on his spines before he even lays a claw on the. Carchanore is a juggernaut, trampling earthbound foes before grinding them to pieces with his diamond teeth. Carchanore has three mouths—one in the normal place and a secondary one at the joint of each of his crustacean claws—and any creature killed with these weapons is ground into mincemeat. If creatures keep their distance, Carchanore has a nasty surprise—he can fire the spines on his shell like a barrage of ballista bolts. In his previous life as a qlippoth lord, Carchanore gleefully fought to the death, but now he is quick to flee as he has a newly acquired fear of permanent destruction.
Although the bulk of Carchanore’s cult is made up of survivors of Deskari’s minions, not all of them are. The Burrower Between’s survivalist paranoia makes him popular among others who believe that the end is nigh, and some of his followers are converted from Groetus or other apocalyptic religions. After all, multiple apocalyptic events have been narrowly averted on Golarion, so sooner or later one of them is bound to come to its fulfillment. Such followers are noted for their endless digging, creating vast sprawling bunker complexes for themselves and filling them with provisions and traps. "Dig forever" is a common saying among the Burrower Between's worshipers. Amoral wizards interested in planar travel and mass summoning occasionally call on Carchanore to open gates for them, but doing so is fraught with danger, as the Death Mole views them as challenging prey as often as he does as supplicants.
Carchanore in the Great Game In the Age of Monsters plotline, Carchanore has received his demonic nature as an experiment. Pale Night, who straddles the line between qlippoth and demon herself, brokered a deal with a coalition of powerful katpaskir demons to turn the attentions of the fragmented cult of Deskari to a qlippoth lord, and the Burrower Between was the “lucky” recipient. Pale Night is now observing the Death Mole very closely, to see if he can fight his way into the ranks of true demon lords, or if he will die trying. Pale Night is keeping her reasons for this trial secret even from her allies.
Carchanore CR 25 XP 1,640,000 CE Huge outsider (chaos, demon, evil, extraplanar) Init +9; Senses blind, blindsight 120 ft., Perception +44, tremorsense 300 ft. Aura unholy (DC 25)
Defense AC 42, touch 18, touch 34 (-2 size, +9 Dex, +1 dodge, +4 deflection, +20 natural) hp 546(28d10+392); fast healing 10 Fort +27, Ref +31, Will +29 DR 20/good and adamantine; Immune charm and compulsion effects, death effects, electricity, paralysis, petrifaction, poison, visual spells and effects; Resist acid 30, cold 30, fire 30; SR 36 Defensive Abilities shatter weapons, spiny defense
Offense Speed 40 ft., burrow 60 ft. Melee 2 claws +40 (1d8+14 plus grab), bite +40 (2d6+14 plus grind), tail slap +38 (2d6+21) Ranged 8 stalagmite shots +35 (2d8+14) Space 15 ft.; Reach 15 ft. Special Attacks adamant attacks, gatecrasher (7/day), powerful blows (tail slap), rake (2 bites +40, 2d6+14 plus grind), trample (DC 38, 2d8+21) Spell-like Abilities CL 25th, concentration +32 Constant—unholy aura (self only, DC 25) At will—chaos hammer (DC 21), greater teleport (self plus 50 lbs. objects only), spike stones (DC 21), stone shape, stone tell 3/day—flesh to stone (DC 23), transmute mud to rock, transmute rock to mud, wall of stone, word of chaos (DC 24) 1/day—clashing rocks (DC 26), earthquake (DC 25), repel metal or stone, stone to flesh, summon (9th level, CR 20 or less demon)
Statistics Str 38, Dex 29, Con 38, Int 17, Wis 28, Cha 25 Base Atk +28; CMB +44 (+48 grapple); CMD 68 (80 vs trip) Feats Alertness, Combat Reflexes, Critical Focus, Deadly Aim, Dodge, Improved Critical (claw, stalagmite shot), Lightning Reflexes, Multiattack, Point Blank Shot, Power Attack, Precise Shot, Staggering Critical, Stunning Critical Skills Climb +45,Intimidate +38, Knowledge (engineering, geography) +31, Knowledge (planes) +34,Perception +44, Sense Motive +44, Stealth +32, Survival +40 Languages Abyssal, Celestial, Draconic, Terran, Undercommon, telepathy 300 ft. SQ nascent demon lord traits, no breath, sprint, stone stride, thagomizer, tunneler
Ecology Environment underground (the Abyss) Organization unique Treasure none
Special Abilities Adamant Attacks (Ex) Carchanore’s natural weapons count as adamantine for the purposes of ignoring damage reduction and hardness. Gatecrasher (Su) As a standard action, Carchanore can tear a hole in reality between 5 to 20 feet wide in an area within his reach. This functions as a gate spell for the purposes of planar travel except that creatures can travel in either direction through it, and remains open for 1 minute or until Carchanore chooses to close it as another standard action. This can even function in the area of a dimensional lock or similar effect, as long as Carchanore succeeds at a caster level check against the caster level of the spell. Grind (Ex) A creature struck by Carchanore’s bite attack must succeed a DC 38 Fortitude save or take 1d4+1 points of Strength and Constitution drain from having its flesh ground. A creature struck by multiple bites a round does not take additional damage, but suffers a -2 penalty to its saving throw for each additional bite. A creature reduced to 0 Strength or Constitution through this effect is slain and cannot be raised from the dead by any spell or effect that requires an intact body. The save DC is Strength based. Shatter Weapons (Ex) Any manufactured weapon that strikes Carchanore takes 4d6 points of damage. Weapons that take any amount of damage above their hardness gain the broken quality. Spiny Defense (Ex) Any creature striking Carchanore with a melee weapon, unarmed strike, natural weapon or touch attack takes 1d8+14 points of piercing damage. Weapons with the reach property do not endanger their wielders in such a way. Sprint (Ex) Once per hour, Carchanore can move 10 times his speed when making a run or charge action. Stalagmite Shot (Ex) Once every 1d4 rounds, Carchanore can fire off eight of his spines as a standard action. Treat these as ranged attacks with a range of 120 feet and no range increment. Carchanore can fire these at the same or different targets. Creatures struck take 2d8+14 points of piercing damage, Carchanore regrows spines effectively immediately, and never runs out of ammunition. Stone Stride (Su) Carchanore ignores difficult terrain and damage from natural, worked or magically altered earth, mud and stone. Thagomizer (Ex) Carchanore’s tail slap deals bludgeoning and piercing damage. Tunneler (Ex) Carchanore can move through solid rock at half his burrow speed, leaving a 15 foot square tunnel as he moves.
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st-highwind · 6 months ago
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iirc they’re demons created out of their respective elements with heavy inspiration (likely only for naming) coming from Dante’s Inferno…
Okay, FFIV fans, riddle me this:
What ARE the four fiends?
I have my own answer for this but I'm afraid it might contradict canon.
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ramlightly · 7 months ago
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Oooh my god 😯😳😳😳😳😳😳😳😳😳😮😮😮😮😮 I want more frightened Basil discovering the other rings ans encountering giant scary demons that are super extremely unsettling and reflect the ring's sin oooooooo wowowowwowowoowwoowowowoowowowowowowowowowoowowowowowow THAT'S SO COOL!!!!!!!
Not an actual request BTW. Just trying to show my awe 🫢
I'm starting to think you guys just like seeing Basil scared lol. But I've been thinking about the other circles and the archfiends a bit, so I'll probably be drawing them more. It's fun to dip into the horror elements of the setting.
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voidsentprinces · 2 months ago
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Void, your AU doesn't sound so bad.
List of things that are happening in Voidsent AU:
Voidsent Prince exist imagine the Archfiends able to just summon the swarms of Voidsent they call on but all across Eorzea like Lightwardens do. The only saving grace is most of the Princes are cognitive and have control over these mass swarms. But if one were inclined to do so, they could overwhelm an area in a bell. While five of these Princes are said to been hunt down by the Void Hunter's Guild. Wrath and Sloth have been missing. No one has spotted or met them but they are speculated to exist since the others introduced themselves as Envy, Lust, Gluttony, Greed, and Pride.
There is a fog over the northern sector of the Central Shroud. No one who goes into it, no matter if its a skilled adverturer, explore, or a Garlean Legion ever come out. If they do, they are catatonic or incoherent. It is impossible to reach the Haukke Manor or cross over to the Fallgourd Float area from here. Even the gate's watchmen have to be changed out every 2 - 4 days or they have a psychological breakdown. At the same time this fog mysterious descended, the Padjal and Gridania loss all communication with the Elementals.
The Sahagin are at war with one of the Voidsent Princes, Envy. Who has been going on one-man raids against the Breeding Grounds. Slaughtering entire clutches of the Tribes out of spite. Limsa Lominsa can't really send a parlay in to aid the tribes without drawing the ire of the Prince. And the Leviathan and Titan summonings from Kobolds in reaction, have become increasingly more and more desperate. Threatening to wipe La Noscea off the map from earthquakes and tidal waves.
Ishgard has "fallen" for 20 years after a cult known as the Sanguine Court, rose up and over threw the Holy See. Only a few of its Noble Houses escaped to Gridania in the process. It would be bearable if the Sanguine Court sent out hostile forces to attack Gridania or Idyllshire or any of the surrounding area. But after the initial take over, its just been dead silence. Nothing comes out of Ishgard, nothing goes into Ishgard. Garlemald sent a few legions to go test its defenses and a few spies to information gather. None ever came out.
Recently a skirmish in Eastern Shroud near Baelsar's Wall turned into a route. The Knights of Ishgard Exiled and the Twin Adders were pushed out of the region as Garlemald pushed its way fully into the Shroud proper. They razed the Slyphlands after Gridania and her allies were forced into a retreat.
Gridania is completely isolated. During the Battle of Carteneau it revealed a being they aided in stopping most of the damage of Dalamud's Fall with the aid of Louisoix. But in revealing such a being who also survived, where Louisoix perished, it alienated Ul'dah and Limsa Lominsa from dealing with Gridania. Forcing them to face Garlemald, the mysterious fog, and the occupation of Ishgard by the exile's foes on its own.
All of this is troublesome. But worse of all, at random intervals for seemingly no reason. Something has occasionally taken over bodies of people. Male, Female, Beast Tribe, Soldier. Garlemald, the East, Thavnair, Sharlayan, La Noscea, etc. It doesn't seem to matter. From time to time, it just...occurs. The person's eyes with be covered in black as they bleed black out of their orifices. They will go into a fit for a short period. Before, whatever it is, takes over motor controls. It will either grow extremely hostile trying to kill everything around it or it will drop dead soon after. The few who survive a run in with it say the person possess will just keep asking the same question over and over: "Where is my, son?"
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krimsonkatt · 2 months ago
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Abraxas
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A demon prince of the abyss and the boss of Chapter 2 in Chronicles Meteorfall. He used to be called Aaron Crowe, beloved son of Yarin Amadeus Crowe, the most powerful sorcerer to ever live. Amadeus studied under Treck Satori, the alchemist king, and together they founded in the magickal school of "white necromancy", forbidden magick that could be used to extend one's own life. However, Treck believed the magick to be too dangerous, and despite Amadeus using the life extending spell himself he swore to Treck to keep the secret of white necromancy to his grave. Aaron lusted over his father's gift of semi-immortality, and sought to gain eternal life himself. To obtain this impossible wish, Aaron sought after the power of demons, which Amadeus greatly disapproved of. After an argument with his father Aaron left into the dead of night, never to be seen again.
Decades later, Aaron re-emerged as the "Demon Prince Abraxas", having fully given into demonic power and had become a powerful demon himself. He founded a cult set on resurrecting the elder demons of old, though so far they have only been able to summon 6 liminal manifestations of the various archfiends and a weak, sickly human incarnation of Archfiend Bael, king of demons.
Amadeus went after this cult after they kidnapped one of the sisters of Banna Temple, a dragonkin woman by the name of magnolia. The cult needed to sacrifice a dragonkin maiden to summon forth the elder demon Kathunid, but they were stopped by Amadeus and Koros, who recently awakened to his dragonkin powers.
In battle, Abraxas is at a very high level for this point of the game, at Lv60. However, the guest party member Amadeus STARTS at Lv80 with all active and passive arts unlocked for the Wizard, Cleric, Warlock, and Enchantress classes, so Abraxas should be easy pickings for Amadeus. The problem is keeping Koros alive during the fight, but thankfully Amadeus will revive Koros whenever he falls in battle, making this fight an easy victory as long as Amadeus does not fall.
Abraxas uses "Rex tier" spells of every element including Rexfire, Rexfrost, Rexthunder, Rexwind, Rexlight, and Rexdark. He can also use Shadow Flare when at high HP and Siphon when at low HP. Therefore, as long as you have your weaknesses covered Abraxas should not be any trouble to defeat.
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glassjoe · 9 months ago
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combining my bg3 nerdism with my punchout obsession
all of them would be monks in some way bc. panching. but theyd be multiclassed and use it during their fight, with the exceptions of glass joe and sandman as i think it makes more sense for them to just be monks as first and last bosses
i made this a while ago and dont remember most of my reasoning for the subclasses. just go with it. OH and i wanted only one for each multiclass, so no repeats.
if i fucked up dnd lore look AWAY im a bg3 and d20 boy im not hardcore
this is super lazy
glass joe- monk (way of mercy)
like i said, hes just a monk with no multiclass since hes the starting/warmup boss. he hasnt got enough exp yet
von kaiser- monk (way of the sun soul) & fighter (battle master)
i mean, with his soldier-y theme, both in appearance and voice, i feel him being a fighter is just the obvious choice. plus it feels like an easy jump from solo monk to fighter-monk
disco kid- monk (way of the shadow) & bard (college of valour)
hes groovin, and his dance theme is more prominent than flamenco's so it feels more appropriate to give it to disco. plus his headphones. enough about bards who play music give me interpretive dance bards
king hippo- monk (way of the ascendant dragon) & wizard (transmutation)
okay king hippo was the last one i chose a multiclass for and wizard was the last free class. ig he could be artificier but wizard felt more regal, like royal wizard. not too much reasoning for this one tho sorry lol
piston hondo- monk (way of the long death) & paladin (devotion)
another one i feel is relatively obvious. hes dedicated to what he does and seems to do nothing but train according to cutscenes. idk what to say hes just. paladin
bear hugger- monk (way of the sun soul) & druid (circle of the land)
i mean dudes best friend is a bear and he brings a squirrel into the ring. hes already a bear in two senses of the word, why not add a third and make it more literal? sure hed love to chill with mrs bear
great tiger- monk (way of the four elements) & sorcerer (wild magic)
i remember my subclass reasoning and it was just. three clones and him in his cutscene equals four. and they seem to have different "elements" associated with each. that said sorcerer feels like The Most obvious choice of the lot. he uses his magic naturally and deftly, but his knockout cutscene betrays a sort of lack of control he may have, so i went with wild magic. i could just as easily see draconic though and give him some cool tiger-like face scales.
don flamenco- monk (way of the open hand) & ranger (beast master)
hes a toreador and punts a bull into space, a class with an advantage over animals is the easy choice. plus based on vibes alone, rangers feel patient and wait for prey like he does in his fight
aran ryan- monk (way of the kensei) & rogue (arcane trickster)
honestly all the rogue subclasseses work with aran but i went with tricksger bc i felt more general. i dont think hed actually kill someone and theif was too specific for the general mayhem he causes. plus hed absolutely use illegal magicks in the ring.
soda popinski- monk (way of the drunken master) & cleric (war domain)
obvious subclass is obvious. cleric bc he heals himself in battle by drinking soda. war domain bc none of the others rlly fitt
bald bull- monk (way of the long death) & barbarian (wildheart)
okay a *lot* of the boxers could be barbarians but i feel like bull is the one with the most obvious "rage" mechanic, being his charge. wildheart bc bull theme
super macho man- monk (way of the astral self) & warlock (the archfiend)
i think smm was another one i did last but him selling his soul to be a rich and famous pro boxer feels fitting. i dont remember my reasoning for his astral subclass but i remember i really liked it so take my word
mr sandman- monk (way of the open hand)
again as i said before, i wanted him to be a "back to basics" sort of fighter. taking what mac should know most intimately and putting him through a ringer of all the typical "monk" things. open hand also feels like the most "basic" but powerful monk Thing so.
also. mac would be a monk but his multiclass would be up to the player, if they multiclassed him at all, and doc would be a way of mercy monk and a knowledge domain cleric, bc hes macs mentor, was a champion so he knows a lot. and heals mac if needed. (also a folk hero. dodnt do backgrounds for other characters but thar u go)
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terrahistorian · 1 year ago
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5e Character Concept - Artificer Gunslinger
A character I want to play one day, is an Artificer Gunslinger, patterned after classic western gunmen. I haven't done all the theory-crafting that this would take, but the flavor I want is a wicked fast gunman, with a sharp mind, and a sharper tongue, whose primary weapon is a six-shooter. This would take a lot of communication with the Game Master, but the goal would be to use the Artificer's Infusions to empower the gunman's ammunition, rather than their weapon. Returning, or Empowered Weapon, would be shoe-ins for this. Additionally, with some Rule of Cool elements, once Spell-Storing Item is unlocked, you could store destructive spells like Heat Metal into a bullet. You'd only get one shot of the spell, but it would be cast at the range of Gun.
Additionally, with the Artificer's Attunement increases, the character could have a built in Fetch Quest. What I would use is something called Mary's Arsenal - A series of powerful magic bullets, where each one is considered a magic item requiring attunement. In-lore, these would be desperate, last-stand, Hail Mary Shots (hence the name), but a Returning Infusion would make them permanent buffs to your six-shooter. Each one would just need to be tracked in the barrel sequence, with an optional Bonus Action way to Spin the Barrel, if you wanted a chance to use the same Hail Mary twice.
The character's motivation could be something as simple as power for power's sake, but I'd play with a revenge quest. Family killed by an Archfiend, for example, something hopelessly stronger than a level 1 adventurer. The quest for Mary's Arsenal could then culminate in a showdown with this Big Bad, where the party can help the gunman claim their vengeance.
In a perfectly thematic world, these are the dice I would use for this character -  https://amzn.to/3FkeIMc
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st-highwind · 5 months ago
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...so three (3) of you were nice to me and i blacked out and word vomited two documents of scene mapping and worldbuilding. my ideas are still jumbled, so here's what i have ambitions for as copy-pasted from ren and I's dms:
long post, all non-canon, lots of blabbering, but i'm happy about it below.
reworked dark crystals, new dungeons, and new archfiends! archfiend names are open to constructive criticism lol
- mist pass: the still-in-progress passage that workers of both baron and damcyan attempted to construct after the collapse of the mountains per Rydia's titan summon. soldiers and workers kept disappearing, so eventually damcyan and baron just quit sending people there and deemed the place cursed. time passed as cecil and the crew ventured to try and save more crystals, and holy elemental creatures began making their home there. this includes Seraphitz, archfiend of light, a creature in possession of the light crystal that was corrupted by its holy power.
- adamant mines: different from whatever was in tay bc screw tay. the crystal of energy is kept well hidden in the labyrinthine mines that connect to the underworld as a sort of back entrance. the adamant ore is difficult to harness amidst all the lightning-elemental monsters, thus the mines are largely abandoned. ghostly automatons trudge around poorly-lit tunnels with too many corners, all of which condense and lead to statigge (stati-jey), archfiend of thunder and guardian of the energy crystal.
- serpent's lair: a winding undersea shipyard (in an underwater passage connecting the overworld and underworld) littered with many a ship lost to the sea. it is suspected that this was cagnazzo's domain, forgone as he took control of baron under Golbezemus' command. the deeper the party travels, the colder the air grows and the more ice monsters begin appearing. ghiaccio, archfiend of ice, has seized control of the area and is not keen on trespassers.
- the sealed cave: it pretty well stays the way it is, except the demon wall boss happens on the way *to* the shadow crystal, the prize of the dungeon. after the crystal is acquired, the party is revitalized by the crystal (and are confused by such) only to find malnotte, archfiend of shadow, waiting for them outside where the demon wall was originally fought.
other ideas:
- the tower of zot is actually a dreadnought protected by heavy winds from barbariccia, which is why it can't be seen on the world map. when barbariccia destroys the place after her defeat, the dreadnought falls into the sea off the southern coast of troia. it can be explored as an optional dungeon later (ruins of zot).
- something new has to happen with mt hobbs. it's so big with so little significance. i need to concoct something to happen there.
- i also want to revise travel mechanisms. i now need something for underwater travel, or perhaps rydia and leviathan can work something out and he can big snake bus the party down to the ice dungeon or ruins of zot. chocobos imo are underutilized, esp the black chocobo, as well as the hovercraft from edward. we get not one not two but THREE airships and only three narrative-required deviations from airships to reach dungeons.
- the devil's road should not be a mini-dungeon like in tay, but instead function similarly to teleport in ff2: the party loses significant health after passing through. it's killed people before, those who passed through and didn't possess the vitality, and that's why it was sealed off.
- if anyone has an ffiv oc, please let me know!! i want to write them in!! i want to give more life to the villages and towns. i already intend to write in some friends here on ffiv tumblr as shopkeepers, innkeepers, or just townsfolk!! you wanna be a hummingway? be a hummingway!!! LMK!!!!!
this is only a few ideas i have. please let me know your thoughts!
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trident-dragion · 1 year ago
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Currently testing for Elemental HERO. My first deck was a pure build (save for Dragon Knight Draco-Equiste) that was designed for balance and access to all of the "Omni HERO" fusions available. My second deck, which I'm testing right now, is a more aggressive Synchro variant using Debris Dragon and Skyscraper. I know I like the first (though I often wonder if I'm just being biased), but which version sounds more appealing to you?
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kaybeangel · 3 months ago
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Knights of Hell
I am recruiting players for a new Friday night DnD campaign. I already have 4 players, but would like one or maybe two more.
Session 0 is scheduled for August 9th at 9pm EST.
This campaign will be in D&D 5e, and is set in my Worlds of Heroic Adventure setting. In "Knights of Hell" the PCs will be the lieutenants to one of the nine archfiends of Hell.
The Players in Session 0 will get to select which of the archfiends they are in service too and by extension which of the the nine Domains of Hell they reside in.
Player Characters will start at a fairly high level (Level 10) and I expect them to grow to high levels over the course of the campaign.
In this campaign, the PCs will be given high level objectives by their archfiend overlord. These missions will take them all over Hell, to the Elemental Planes, the Astral Sea, and perhaps even the Shadowfell.
Missions will include politicking with devils, waging skirmishes and small wars with your neighbors, and item recovery missions from other planes. As high ranking lieutenants in the armies of their fiendish lord, each Knight will start the campaign with a Stronghold that they help to define, using rules modified from MCDM's "Strongholds and Followers" and will be able to command some number of lesser devils.
If you are interested, please apply at the link below.
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mythriteshah · 9 months ago
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Pg. 15: Breeze-Kissed Secrets
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(MODEL: Cerise Maylithos)
Behold the third addition to the Archfiends of Fashion: an elegant formal dress with some chaotic flair, created from the mind of Izayoi T. Keer, Higuri Regalia Diamond Apprentice!
The ensemble she has dubbed the “Breeze-Kissed Secrets” takes inspiration from Barbariccia, the illustrious Empress of the Winds.  The asymmetry of this piece is its greatest strength, playing to the wild whimsies of the element of wind.
Silver accenting a canvas of jade green creates a masterpiece of an outfit, and the very dress - from the feathery cloak to the thighboots - thrums with the essence of the Archfiend of Wind.  Comfortable, easy to wear, and a wonderful set of dancing and formal attire, the Breeze-Kissed Secrets set is bound to be a favorite for many smaragdine lovers and wind enthusiasts alike!
Note: Due to its heavy wind aspect, this ensemble has been tested to enable flight for the wearer at some capacity.  Please utilize at your own risk.
(Credit and thanks to Stefany for the creation of this masterpiece!)
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gamemaster-redrobin93 · 1 year ago
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I created a warlock! This class was the one with the most obvious options for me when I stayed this campaign but I wanted to have a balance between classes (I'm aiming for 3 of each by the end of this project) so Summoned Skull getting this was a great honour.
I also mixed in some yugioh meets elements end skull servant to play on the idea of the followers of the archfiend of lightning all having an element of summoning power. Mainly this subclass features attack gains (at the cost of AC), thunder and necrotic damage and looking rad as hell.
Some of the non warlock spells actually fell very much like warlock spells so if I were to rejig this into a full campaign they might end up on the regular warlock list but as this is currently just an add on I thought they should thematically match and the other warlocks have lots of potential spells!
Let me know what you think
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