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rosielovemore · 2 years ago
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Ritual & Ceremonial Magic
Step into the enchanting world of Ritual Magic, one of the oldest and most captivating practices in the realm of sorcery. It revolves around the meticulous performance of specific words, gestures, actions, and offerings at designated times and places.
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Accessible to both wizards and Fizzles, Ritual Magic holds a unique place in the magical arts. While other forms of magic are more innate, Ritual Magic aligns closely with technology and engineering, harnessing the knowledge of the natural world to manipulate magical forces.
Rituals serve as a conduit for achieving feats that spells, potions, items, and runes alone cannot accomplish. They enable witches and wizards to connect with spirits, divine insights, and imbue lasting enchantments. In some cases, rituals may require "sacrifices," though modern sacrifices can range from a simple piece of food to an ordinary object unfamiliar to the entity invoked. Living sacrifices are reserved for the darker origins of magic.
The casting of a ritual often involves two or more components, such as physical, verbal, or material elements. Some rituals require specific gestures or even magical dances, the creation of a magic circle, references from a grimoire, incantations, and the use of crystals or candles. Ritualists may need to speak the Language of Magic or sing in order to resonate with the desired magical effects. Material offerings, like an Eye of Newt or Virgin Blood (not necessarily from a virgin), can play a crucial role. Certain rituals may only succeed when performed in Places of Power, during a Total Eclipse, or precisely at the stroke of midnight.
Ceremonial Magic
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Within the vast tapestry of Ritual Magic lies the realm of Ceremonial Magic. Characterized by elaborate ceremonies and a plethora of necessary accessories, ceremonial magic acts as an extension of ritual magic and is often used to summon divine beings.
Ceremonial magic requires intricate offerings, the specifics of which depend on the realm one seeks to invoke. It often revolves around three key components: the body of light, a grimoire, and a magic weapon.
The body of light represents the quasi-material aspect of a divine being, existing between the physical and spiritual realms. It serves as a manifestation of the divine presence, bestowing blessings upon the ceremony or ritual. Terms like body of glory, spirit-body, augoeides, astroeides, and celestial body are used interchangeably.
A grimoire, the textbook of magic, contains instructions on creating magical objects, performing spells, and summoning supernatural entities such as angels, spirits, deities, and demons. While all books on magic can be considered grimoires, not all magical books fall under this classification.
Ceremonial magic often calls for specific tools dedicated to its practice, known as magical weapons. These implements are created or consecrated exclusively for use in rituals, symbolizing the psychological elements or metaphysical concepts embraced by the wizard.
Ceremonial magic finds its applications in diverse realms, including wizarding marriage ceremonies, banishments of evil spirits or trauma, purification and blessing of food and drink, consecration of special items, invocation of divine beings, evocation for intervention or purpose, offerings to the divine, listening to their requests, and expressions of gratitude.
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cagemasterfantasy · 2 months ago
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Divine Beings of MLP: Beings of Darkness
There are 7 Main Beings of Neutrality. While there are others that are Darkness they are: Nyxwing, Soulbinder, Goldtounge, Rotheart, Ironhoof, Seaheart and Galeia.
Nyxwing: The sister of Aurelion and sister in law of Celestia, Luna and Galeia.
Alignment: Lawful Evil
Symbol: Dragon Head with scratch marks surrounding it
Ruler of: Night, evil dragons, hatred, control, intrigue, chaos
Cutie Mark: Many Headed Dragon
Domain: Death
Appearance:
A powerful Dragon Pony, combining the features of a dragon and a pony. She possesses a strong, scaled body, powerful wings, and a long, serpentine tail.
Scales: Her Scale color is a combination of Red, Green, Blue, Black and White.
Mane: Her mane is ragged and shadowy appearing to be made of smoke.
Wings: Large, leathery wings, like those of a dragon, capable of carrying her swiftly through the air. They are tattered and scarred, evidence of countless battles and acts of cruelty.
Eyes: Her eyes are cold and piercing, radiating malevolence and power. They hold a cruel and dominating gaze, promising pain and despair. Colors are the same as her scales.
Personality: Nyxwing delights in the suffering of others and rules with an iron hoof. She is a ruthless and unforgiving leader. She is a master strategist and manipulator, able to weave intricate plots and exploit the weaknesses of her enemies. She craves power and control above all else. She seeks to dominate all of Equestria and bring it under her dark reign. She is not swayed by emotions or sentimentality. She views others as pawns in her grand schemes. Being a Devil she can be charming and persuasive when it suits her purposes, using her charisma to lure others into her web of deceit.
Powers and Abilities: Possesses the immense strength, durability, and ferocity of a dragon. Her claws and teeth are razor-sharp, and her tail can deliver devastating blows. Commands powerful magic related to shadows and darkness. She can create illusions, manipulate shadows, and even summon shadowy creatures. Can instill fear and terror in the hearts of her enemies, weakening their resolve and making them easier to control. Can corrupt and twist the very essence of beings, turning them into her loyal servants or twisting them into monstrous forms. Breathes a dark and destructive form of fire, lightning, poison, frost and acid capable of consuming everything in its path and leaving behind only despair. Possesses magic that allows her to control the minds and bodies of others, turning them into her puppets.
Soulbinder:
Alignement: Lawful Evil
Symbol: Yellow Skull
Ruler of: Nemesis, death, ravagers, undead, murder, false hope
Cutie Mark: Goat's Skull
Domain: Death
Appearance:
Form: Unicorn
Coat: Think dull and lifeless, Pale White, Ashy grey or even deep unsettling purple.
Mane and Tail: His mane and tail are thin and wispy, resembling shadows with what looks to be dried blood and grave dirt here and there. If one looks closely, they can see that it appears to be partially decaying.
Eyes: Their eyes are cold and empty, perhaps glowing with an eerie, unnatural, chilling blue, light.
Personality: Soulbinder is not driven by malice or rage, but by a cold, logical desire for order and control. He views death as a tool to be wielded, not a natural event. He is a master of manipulation, able to convince others that his control over death is a necessary and even benevolent act. He offers a twisted form of "peace" and "order" in exchange for servitude. He believes that all things should be in their proper place, and that includes death. He seeks to control the flow of souls and maintains a rigid, unchanging order, even if it means twisting the natural cycle of life and death. He views himself as above the natural laws of life and death, believing he has transcended mortality. He looks down upon those who cling to life, seeing them as weak and foolish. He is not prone to emotional outbursts or displays of power. He prefers to operate from the shadows, subtly influencing events and manipulating others to do his bidding.
Powers and Abilities: Commands powerful magic over death and the afterlife. He can manipulate the life force of others, inflict decay, and even raise the dead as servants (though these undead are bound to his will and devoid of free thought). Can bind souls to objects or places, trapping them and controlling their fate. A master of necromancy, able to communicate with and control the spirits of the dead. Can cause living things to wither and decay, accelerating the process of death and decomposition. Possesses some control over the realm of the dead, able to influence the fate of souls and prevent them from finding true rest. Can drain the life force from living beings, weakening them and prolonging their own unnatural existence. Commands legions of undead servants, bound to his will and utterly obedient.
Goldtongue:
Alignment: Chaotic Evil
Symbol: Broken merchant scales
Ruler of: Evil business practices, damned spirits, greed, slavery, thieves, lies, secrets, betrayal, exploitation, ill gotten wealth, deals
Cutie Mark: Broken scales
Domain: Trickery
Appearance:
Form: A serpentine pony
Scales: His scales are a shimmering, oily black flecked with gold and other precious metals. Of course these metals are illusions.
Mane: His mane is long, thin, and often tangled, resembling snakes or tendrils of shadow.
Eyes: His eyes are narrow, cunning, and glinting with greed. They are a Venomous Green. They hold a sly and manipulative gaze.
Personality: Goldtongue is a master of lies and trickery. He is always looking for an angle to exploit or a weakness to manipulate. He can weave intricate webs of deceit and make even the most unbelievable lies sound plausible. He is driven by an insatiable hunger for wealth, power, and influence. He will stop at nothing to achieve his goals, even if it means betraying his allies or sacrificing his followers. He possesses a natural charisma that allows him to manipulate others. He can be incredibly charming and persuasive, luring his victims into traps with promises of wealth and power. He is always looking for opportunities to exploit. He is ruthless and will not hesitate to betray or sacrifice anyone who stands in his way. His actions are often erratic and unpredictable, reflecting his chaotic nature. He is not bound by rules or conventions and will often act on a whim.
Powers and Abilities: A master of illusion magic, able to create incredibly realistic illusions that can deceive the senses and manipulate perceptions. Possesses an uncanny ability to persuade and manipulate others, able to twist their words and exploit their desires. Can subtly influence the desires of others, amplifying their greed and making them more susceptible to manipulation. Can inflict a curse that amplifies greed and leads to ruin. Able to twist and manipulate the terms of bargains, ensuring that he always come out on top. Can manipulate shadows to travel quickly and silently, allowing him to appear and disappear at will.
Rotheart:
Alignment: Neutral Evil
Symbol: A crowned hood with 2 red eyes, An upside down axe, a rat's claw
Ruler of: Disease, decay, plague, famine, weakness, plotting, poison, vermin, suffering, madness
Cutie Mark: Dieseased Hood
Domain: Death
Appearance:
Form: A Earth Pony whose form appears to be constantly decaying, with patches of fur missing, exposed bone, and open sores.
Coat: Her coat is a sickly, unnatural, mottled green. It even appears to be covered in sores, boils, and other signs of disease.
Mane and Tail: Her mane and tail are thin, stringy, infested with parasites and they even appear to be decaying and falling out.
Eyes: Her eyes are dull, lifeless, and clouded with cataracts and other signs of disease. They are milky white.
Personality: Rotheart understands that decay is a slow, inevitable process. She is not in a hurry, knowing that her influence will eventually spread and corrupt all things. She works from within, subtly corrupting and weakening her victims. Her influence is often unseen until it's too late. She possesses a fascination with decay and disease, studying its effects with a detached curiosity. She is not necessarily malicious, but she is fascinated by the process of corruption. She is not concerned with the suffering she inflicts. She views life and death as a natural cycle, and she is simply a part of that cycle, even if her part is to bring decay. She is not prone to grand pronouncements or displays of power. Her influence is subtle and insidious, like a creeping plague.
Powers and Abilities: A master of disease and pestilence, able to create and spread a wide range of debilitating illness. Can accelerate the process of decay and decomposition, causing living things to rot and wither. Can control and manipulate plagues and swarms of vermin, using them as vectors of disease. Radiates an aura of decay and corruption, weakening the life force of those around her. Her touch can spread disease and accelerate decay. Possesses a twisted form of regeneration, able to recover from injuries, but often leaving behind scars and other signs of decay. This regeneration sustains her unnatural existence but does not restore her to true health. Can summon swarms of flies, rats, and other vermin to spread disease and act as her eyes and ears.
Iron Hoof:
Alignment: Lawful Evil
Symbol: A red condor or a bloody hoof
Cutie Mark: A Condor
Domain: War
Appearance: An Earth Pony with a strong, muscular build.
Coat: Deep iron grey that appears to be scarred and battle-worn.
Mane and Tail: His mane and tail are short, thick, and practical, in shades of black. It is styled in a way that suggests a warrior's braid or a general's crest.
Eyes: His eyes are sharp, cold, and calculating, reflecting his strategic mind and unwavering resolve. They are a steely grey.
Personality: Ironhoof is a figure of unwavering resolve and unyielding discipline. He is not prone to emotional outbursts or displays of weakness. He has a strict and often harsh sense of justice. He believes in order and retribution, but his justice is often brutal and unforgiving. He might twist the concept of "law" to justify his wrath. He is quick to anger and slow to forgive. He holds grudges and seeks vengeance against those who have wronged him or his followers. He exudes an aura of power and authority. He is a force to be reckoned with, both physically and magically. He is a master strategist and tactician, approaching warfare with a cold, calculating logic. He values discipline and order in battle.
Powers and abilities: Possesses exceptional physical prowess and is a master of all forms of combat. He is a formidable warrior, skilled in both armed and unarmed combat. A brilliant tactician and strategist, able to devise effective battle plans and anticipate his enemies' moves. Can unleash a powerful attack fueled by his wrath, delivering a devastating blow to his enemies. Radiates an aura of fear and intimidation, weakening the resolve of his enemies and bolstering the courage of his followers. Possesses a natural authority and is able to command and inspire his followers in battle. Can inflict divine punishment upon those who have transgressed hid code of justice, though this punishment is often brutal and excessive.
Seaheart:
Alignment: Chaotic Evil
Symbol: Turtle Shell
Ruler of: Oceans, storms, tempests, weather, undead sea races, jealousy, spite, strife
Domain: Tempest
Cutie Mark: Spiked Turtle Shell
Appearance:
A Sea Serpent Pony
Scales: Her scales are a dark stormy sea blue-black, that appears to be constantly wet and dripping with seawater
Mane: Her mane is wild and unruly resembling Storm Clouds and crashing waves.
Eyes: Her eyes are wild and piercing, radiating malevolence and power. They are a stormy grey. They hold a cruel and unpredictable gaze.
Personality: Seaheart embodies the raw, untamed power of storms. Her moods and actions are erratic and unpredictable, shifting like the tides and changing like the weather. She revels in chaos and destruction, delighting in the havoc she wreaks. She is a force of nature, untamed and unrestrained. She is not concerned with the suffering she inflicts. She is cruel and merciless, viewing others as playthings to be used and discarded. She craves power and control, seeking to dominate the seas and all who sail upon them. She is a tyrannical force, demanding absolute obedience. She can be charming and persuasive when it suits her purposes, luring others into her traps with promises of power and riches.
Powers and Abilities: Commands the power of storms, able to summon lightning, create hurricanes, and control the tides. Possesses absolute control over the seas and all creatures that dwell within them. A master of water magic, able to manipulate water in all its forms, from crashing waves to gentle currents. Wields unpredictable and chaotic magic, capable of producing a wide range of effects. Can unleash the raw power of the sea and storms to destroy ships, coastal cities, and anything else that stands in her way. Possesses a natural charisma that allows her to manipulate and control others.
Galeia: Disowned sister of Celestia and Luna. Used to be the one who moved the planets and the cosmos.
Alignment: Lawful Evil
Symbol: Galaxy Swirl
Ruler of: The Void (which is pretty much MLP Far Realm), Deceit, Cruelty, Greed, Betrayel, Despair, Chaos, Madness, Mania, Secrets, Evil Magic, Absolute insanity.
Cutie Mark: Galaxy swirl but with tentacles, eyes, mouths, teeth and unnatural things on it.
Domain: ???
Appearance: The main thing you need to know about Galeia is she plucked out one of her eyes and tore off one of her front hooves so now they are glowing purple appendages.
A dark, imposing alicorn with a shadowy and smoky mane and tail that constantly shifts and writhes. Her other eye is a deep pool of darkness glowing with an eerie otherworldly light. Her coat is a deep, matte black, with a swirling mix of dark colors that seem to absorb light. Other features include extra limbs, distorted features, and an unnatural stillness.
Personality: Cold, calculating, and utterly devoid of empathy. She sees ponies as insignificant beings, playthings in her twisted games. Driven by a desire to consume all of Equestria and bring it into the Void. Wants to reshape Equestria in her image, a realm of eternal darkness and chaos. Seeks to destroy her mortal enemies or (if possible) corrupt Celestia and Luna. Seeks to unravel the fabric of reality itself.
Powers and Abilities: Control over the Void, allowing her to create portals and manipulate shadows. She can possess ponies, plant suggestions, and even drive them to madness .The Void is known for its chaotic and unpredictable nature. Galeia can warp reality around her, causing physical laws to break down and creating bizarre landscapes. She can feed on the fears and insecurities of ponies, turning their nightmares into reality.
The void: The Void is a place of utter chaos and madness, where the laws of reality don't apply. Galeia's powers and the environment she creates reflect this, with bizarre landscapes, unpredictable magic, and ponies driven to insanity. Galeia can use manipulation, deception, and fear to achieve her goals. She can plant suggestions in ponies' minds, use their loved ones against them, and offer them power in exchange for their loyalty (which unlike a lot of evil things Galeia speaks truth when she offers power). Galeia can attract a cult of followers, ponies who are drawn to her power or who have been corrupted by her influence. These followers are used to spread her influence and carry out her plans.
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inventors-fair · 2 years ago
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Monochrome is Where the Heart is Entries 18-25 of 25
@real-aspen-hours - Secrets of the Sea
@reaperfromtheabyss - Templeroost Nyxwing
@revenchism - Mecleas, Twin God's Champion
@salamileg - Resentful Pyromancer
@spooky-bard - Tuning Array
@stareyedesper - Allegiance to Annihilation
@stupidstupidratcreatures - Illulia of Nighthearth
@wolkemesser - Eye of Common Vision
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tecochet · 7 years ago
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Look,,, listen!! Your art is so pretty to look at! It’s so soft and soothing, with that GODLY kinda realistic but cartoony enough to draw get across good expressions style (m’love). Your lines and flow is 👌🏼👌🏼 and on top of that you seem like such a lovely person! You’re an admirable artist, thanks for existing!!
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ao3feed-birdflash · 3 years ago
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Murophobia
read it on the AO3 at https://ift.tt/J1lE2wo
by Nyxwing
"It's just a rat, stop being a wuss. He chided himself logically. Nothing about this was logical, he was curled in a ball over a small rodent."
Words: 2720, Chapters: 1/2, Language: English
Series: Part 1 of Recollection
Fandoms: DCU (Comics), Batman - All Media Types, Nightwing (Comics), The Flash - All Media Types
Rating: Not Rated
Warnings: Creator Chose Not To Use Archive Warnings, No Archive Warnings Apply
Categories: F/M, M/M
Characters: Dick Grayson, Wally West, Linda Park, Bruce Wayne
Relationships: Dick Grayson/Wally West, Linda Park/Wally West, Dick Grayson & Bruce Wayne, Dick Grayson & John Grayson & Mary Grayson
Additional Tags: Dick Grayson is Nightwing, Dick Grayson Needs a Hug, Hurt Dick Grayson, Dick Grayson-centric, Romani Dick Grayson, Dick Grayson is a Ray of Sunshine, Dick Grayson Gets a Hug, Dick Grayson Has Issues, Good Significant Other Wally West, The Flying Graysons (DCU), Emotional Hurt/Comfort, Post-Traumatic Stress Disorder - PTSD, Flashbacks, Panic Attacks, Rats, Implied/Referenced Child Abuse, Phobias, Murophobia, Blood and Gore, only a little bit though, Wally West is the best, so is alfred, Other Additional Tags to Be Added
read it on the AO3 at https://ift.tt/J1lE2wo
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ao3feed-brucewayne · 3 years ago
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To Be Human
by Nyxwing
A good night leads to a bad morning and a few more even worse weeks. Dick can only assume getting possessed does that to you.
(Read tags for TW's + More specific TW's are listed in beginning notes of every chapter.)
Words: 1977, Chapters: 1/?, Language: English
Fandoms: DCU, DCU (Comics), Batman - All Media Types, Nightwing (Comics)
Rating: Not Rated
Warnings: Creator Chose Not To Use Archive Warnings, Graphic Depictions Of Violence, No Archive Warnings Apply, Rape/Non-Con
Categories: F/M, Gen
Characters: Dick Grayson, Bruce Wayne, Clark Kent, Damian Wayne, Tim Drake, Alfred Pennyworth, Cassandra Cain, Barbara Gordon, Stephanie Brown
Relationships: Dick Grayson & Bruce Wayne, Tim Drake & Dick Grayson, Dick Grayson/Wally West, Dick Grayson & Wally West, Dick Grayson & Clark Kent, Clark Kent/Bruce Wayne, Alfred Pennyworth & Bruce Wayne, Alfred Pennyworth & Jason Todd, Dick Grayson & Alfred Pennyworth, Bruce Wayne & Damian Wayne, Tim Drake & Bruce Wayne, Jason Todd & Bruce Wayne, Batfamily Members & Dick Grayson
Additional Tags: Hurt/Comfort, Fluff and Angst, Heavy Angst, Horror, Body Horror, Psychological Horror, Implied/Referenced Self-Harm, Self-Harm, Self-Esteem Issues, Self-Destruction, Post-Traumatic Stress Disorder - PTSD, Depression, Flashbacks, Psychological Trauma, Childhood Trauma, Dick Grayson is Nightwing, Dick Grayson Needs a Hug, Hurt Dick Grayson, Dick Grayson-centric, Good Sibling Dick Grayson, Dick Grayson is a Ray of Sunshine, Dick Grayson Has Issues, Possession, Aftermath of Possession, Suicidal Thoughts, Implied/Referenced Child Abuse, Implied/Referenced Rape/Non-con, Implied/Referenced Torture, Implied/Referenced Abuse, Implied/Referenced Sexual Assault, Protective Bruce Wayne, Protective Damian Wayne, Protective Siblings, Protective Alfred Pennyworth, Protective Tim Drake, Other Additional Tags to Be Added
source https://archiveofourown.org/works/39376383
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nemirutami · 6 years ago
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[Royalty/Retainer AU] Traveling painter, Yusuke Kitagawa! 
An artist with a love for good aesthetics and good people.
Backstory and vitals under the cut, outlined by @straylize, and any additional information will be shared on the RRAU blog.
Vitals:
DOB: Batele 28, 741
Age: 28
Height: 181cm (5’11”)
Birthplace: Garudyne
Current Residence: Traveller, splitting personal time in Astarte, Garudyne, and Bufula primarily.
Born Yusuke Kashihara in the Kashihara Region capital of Garudyne, Yusuke lived something of an unconventional life compared to most Aristatans.
His mother, Sayuri Kashihara, was to be the future Governness of the region, however, that changed before she could take the seat. She had a frail constitution, but an unwavering spirit, and once she had her mind set to something, it could not easily be changed. This is precisely why went she met a traveling artist and fell in love with him, she knew she had to pursue him at all costs.
That man was Ichiryusai Madarame, and he too had fallen in love with Sayuri. He rarely spoke of where he was native to, having cast his past aside in favor of the group he traveled with. They were known as the Seven Sisters Troupe, a group of traveling entertainers that in centuries past, had been formed by seven sisters. Though the sisters had long since passed, the name remained, and those who wished to entertain all manner of Arisatan people sought to be accepted to that troupe; they were a family in their own right.
It was for this reason, along with Madarame’s never-failing need to remain inspired, that he continued to travel. Sayuri was his greatest muse however, and he found himself returning to Garudyne more and more, until they eventually married. She took an interest in his craft, and upon the announcement of her pregnancy, Madarame gifted her with canvas and oil paints, to allow her to pursue her fledgling interest in his absence.
The Kashiharas did not approve of Sayuri’s choices, and it was her sister, Junko, that often pushed that Sayuri wasn’t fit to lead. However, it wasn’t until Yusuke was born that things truly changed. Sayuri’s health had taken a turn for the worse following his birth; she was far frailer, and upon the death of the Governor, Junko took the seat of Governness. She had little interest in leading herself—she wished more for her son, Jun, to take the title, as she felt he was more suited as the son of two nobles. Sayuri was unable to fight this choice, but made peace with it, delving more into pursuing art and caring for her precious son.
The early parts of Yusuke’s childhood were happy; though Madarame was not often around, Yusuke loved him dearly, and had nothing but good feelings, especially given how Sayuri spoke of him. He picked up on his love of art at a young age, fostered and inspired by how much both of his parents loved the craft. Even as Sayuri grew too frail to much for herself, she encouraged Yusuke. He took inspiration from when she was more well, the self-portrait of herself holding Yusuke serving as a constant source as things grew bleaker.
It was at the age of 8 that Yusuke lost his mother; Sayuri had given in to her illness. The result of this was something catastrophic in its own right.  Without Sayuri there, Junko had full control of the House Kashihara, and wanting to rid of the blight that she felt was Madarame’s bloodline, she cast Yusuke and Madarame both from their home. Knowing he had to care for Yusuke, Madarame left his forged family of the Seven Sisters troupe, settling in a small home in Garudyne.
He did all he could to make Yusuke’s life a happy one; he fostered and encouraged his talents. He aided Yusuke in technique for his art, and taught him other valuable crafting skills his had learned in his own travels, such as sculpting and making jewelry.  Yusuke took to those skills easily enough, though painting was far and away the thing he loved to do most.
But he did not love art alone, and he did not let the tragedies that had befallen him keep him from living as any normal child in Garudyne. He never acted like that of a noble; he easily made friends with the other children that lived nearby. Lisa Silverman and Eikichi Mishina were two other creative children that lived nearby, serving as the first people outside of his own family that would be muses for his art. They played together often, and were sometimes joined by his cousin, Jun and Jun’s future retainer and best friend, Tatsuya Suou, who would sneak out of Kashihara Manor to play with Yusuke and his friends. They didn’t understand the political implications, nor did they care. The two had grown up with Yusuke, and took well to making new friends along the way.
It didn’t make life easy, though. Without the Kashihara fortune, Madarame still needed to earn money, and that often took him outside of Garudyne, and often to the imperial capital of Oratorio to earn money. Sometimes, Yusuke would travel alongside him, other times, he would stay behind in Garudyne. Rather than be left alone, he would be watched over by Maya Amano, a local girl who had a very sisterly nature towards Yusuke and all of his friends.
The bonds he forged with them were precious; Yusuke treasured them quite a bit. However, Yusuke could not be confined to Garudyne for his entire life. By the time he was sixteen, he could feel his inspiration for art fading. He had bled Garudyne dry of inspiration, and he needed to see more of the world in order to pursue his art. It was at this point that an aging Madarame made a suggestion: to seek out the Seven Sisters. He knew well that Yusuke would be accepted by the current leader of the troupe, especially given his lineage.
Yusuke did not refuse the idea, but did refuse to rest on the laurels of his name—both Kashihara and Madarame alike. He wanted to succeed by virtue of his own talents, and this was why he adopted a pseudonym—Yusuke Kitagawa.
His talent proved itself well, and by age 17, Yusuke had begun his life as a travelling artist, following in his father’s footsteps to forge a path for himself. Two years later, upon the retiring of twin dancers in the troupe, Lisa and Eikichi joined the ranks of Seven Sisters as a dancer and musician respectively. Yusuke was reunited with his closest friends—but that and art alone could not fulfill him.
He needed muses, and he found many along the way. With each city the Seven Sisters Troupe would visit, he would meet those who would inspire him. More so than landscape or cityscape, more so than the natural hustle and bustle of the kingdom were the individuals who shaped his inspiration… and his heart. Yusuke’s unconventional methods, his natural eccentricities, and his ability to be so sincere because of how inspired he would become drew people to him as well.
His heart could not at all be limited by the confines of society. He went where his heart took him, and whatever would give him the most inspiration. Really and truly, Yusuke couldn’t help himself to fall in love with those who would become his muses. Unlike his father, who fell in love with one and carried that inspiration with him, Yusuke fell for many, and brought himself to them in order to never lose his way.
The first muse that captured him was another traveling musician from Mahama; her voice was so captivating, as was the way she looked when she sang that he made his approach. The second had been in Nyxwing, retainer and heiress, a woman with bright features, who was devoted deeply to those she loved and vowed to protect anyone who was a threat to them.
The years crawled on, and more people captivated his heart. There was the assistant royal tailor of Oratorio, for his contrasting nature of gentle hands but crass speech. There was the royal military’s tactician, who could command any situation, but still carried classic, delicate features. There was a shop attendant who moved to Garudyne from Eigaon, who constantly got in her own way and bemoaned her bad luck, but had style and charm that matched nothing else in the windy city.
And then there were the ones who became most precious and dear. A retainer from Astarte who was fiercely protective, was incredibly strong and equally kind. The lady he protected, a future Governess who seemed like a bird soaring through the skies whenever she walked the streets. He was captivated by both them and the love they shared for one another. There were the pair in Bufula as well; another retainer who always seemed to provide him with food when he’d spent his last money on new paintbrushes, and the noble who was willing to put her own love aside in order to see him happy.
Each one was, and is precious to him. He carries his mementos of them along with his art supplies, traveling the world with his made family in the Seven Sisters troupe. To this day, at the age of 28, he is not limited by the world. He travels, he sees those he loves, and every so often, he returns to Garudyne to tell his father the tales of his travels, the people he meets—and of course, to share new pieces of art as an endless thank you to the person who helped shape him into who he is.
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persona-rrau · 6 years ago
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Regional Flags of the Arisato Kingdom, and its neighbouring countries.
From top to bottom:
Arisatia (country) Oratorio (region capital) Astarte (region capital) Mahama (region capital) Eigaon (region capital) Nyxwing (region capital) Bufula (region capital) Garudyne (region capital)
These flags represent the different regional capitals specifically; you’ll find them flying alongside the nation’s flag in their respective regions.
Neighbouring Countries:
Tatsuhime (country) Velru (country)
We’ve also included these on the WORLD page with added descriptions.  It will be the proper hub for information about the kingdom, and the kingdoms beyond it.
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siliwangimotor · 4 years ago
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PILIH PROMO HEMAT SESUAI BUDGET ANDA * ✅ All New Beat ✅ All New Genio ✅ All New Scoopy * Pesan Sekarang Sebelum Promo Habis SILIWANGI MOTOR ✅ wa.me/628886202421 ✅ wa.me/6282118133154 * http://siliwangimotor.com/ http://siliwangimotor.com/ * #siliwangimotor #outletmotor #dealermotor #motorhonda #honda #jualmotor #jualmotorcirebon #motorhondacirebon #motorhondaindramayu #motorhondakunigan #motorhondamajalengka #motormurah #motorscoopyindonesia #motormatic #welovehonda #beat #genio #vario125 #scoopy #pcx #adv #tanpadp #potongtenor *Syarat & ketentuan berlaku (di Siliwangi Motor) https://www.instagram.com/p/CQl0be-nyXw/?utm_medium=tumblr
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rosielovemore · 2 years ago
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Wizarding Sports
Immerse yourself in the thrilling world of wizarding sports, where magic and athleticism combine to create extraordinary games that will leave you enchanted. Join us as we unveil a selection of wizarding sports inspired by the realms of Nyxwings School of Witchcraft and Wizardry. Prepare to be captivated by these magical competitions!
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⚽️ Pillariball (Wizarding Soccer): Step onto the field of magic and witness the exhilarating sport of Pillariball, also known as wizarding soccer. In this enchanting team game, two teams of 11 skilled wizards battle it out in a mesmerizing display of skill, strategy, and magical prowess. The objective is to destroy the opponent's towering goal, known as their 'Wizard's Tower,' by using a magically enchanted ball. Players must rely on their feet, and any part of their body except for their hands, to control, strike, and pass the ball. Tower Keepers are the only players allowed to use their hands and arms within the penalty area. Spectators will be captivated by the magical maneuvers, lightning-quick footwork, and awe-inspiring spells as these extraordinary wizards compete for victory on the Pillariball field.
🏇 Pegasus Polo: Witness the grand spectacle of Pegasus Polo, a beloved sport among magical equestrians and high Wizard society. Mounted on majestic pegasi, two opposing teams showcase their riding skills, wand mastery, and strategic thinking in a battle to score goals. Using only their wands and rudimentary spells, players must navigate the field and maneuver a small, hard ball toward the opposing team's goal. With each thrilling period lasting one to two hours, Pegasus Polo combines the grace of flight, the power of magic, and the elegance of equestrian sports in a captivating display that will leave you spellbound.
🦄 Pegasus & Unicorn Racing: Prepare for a breathtaking spectacle as Pegasus and Unicorn Racing takes center stage. These magnificent creatures, ridden by skilled jockeys or sometimes driven without riders, compete in thrilling races over set distances. The sport dates back to ancient times, and its basic premise remains unchanged: identifying the fastest Pegasus or unicorn over the course or distance. While the beauty and grace of these magical beings take the spotlight, the excitement of gambling adds another layer of anticipation and intrigue to the races. From diverse sky and track conditions to varying gaits and handicapping, Pegasus and Unicorn Racing offers a thrilling blend of athleticism, magic, and the timeless bond between wizardkind and these mythical creatures.
🏸 Jumping Birdie: Step onto the enchanted court for a thrilling game that combines the elegance of badminton with a whimsical twist. In this version, players wield their wands to send a sporadic projectile, the Jumping Birdie, soaring through the air. With its unpredictable movements, players must rely on their agility and wand skills to strike the Jumping Birdie over the net and into their opponent's half of the court. Get ready for an exhilarating game of reflexes and magical finesse!
🦩 Wicket Wonders: Embark on a whimsical journey into the world of croquet, infused with magical enchantments. Picture a court et in a garden with shallow hedges and multitudes of flowers, adorned with hoops, but instead of traditional mallets, players use mallets that resemble colorful flamingos with rubbery necks as their striking companions. As they navigate the course, players must aim their shots with precision to maneuver the magical balls, which are none other than of rolled up hedgehog resemblance! It's a captivating fusion of skill, strategy, and the charm of the animal kingdom.
🤸‍♀️ Therion's Gymnastics: Prepare to be mesmerized by the grace and athleticism of Therion's Gymnastics. This unique form of wizarding gymnastics combines spellbinding routines with extraordinary physical feats. Watch as gymnasts soar through the air, showcasing their balance, strength, and flexibility in breathtaking displays. Some Transmagus’ even join in and change their arms or legs to make the spectacle even more daring! From gravity-defying flips to daring acrobatics, these athletes harness their magical abilities to create a spectacle that will leave you in awe.
⛳ Wixen Golf: Step onto the enchanted greens and embark on a golfing experience like no other. In Wixen Golf, players wield their wands instead of golf clubs, using them to enchant special gemstone balls. Navigate the diverse terrain of magical courses, including fairways, roughs, and mystical hazards. With each stroke, players employ their wand skills to guide the gemstone balls toward the elusive cups. It's a test of both magical finesse and strategic thinking as players strive for the lowest score in this captivating game of wizarding golf.
🌸 Blossom Hedge Bowling: Venture into the heart of a magical grove with Blossom Hedge Bowling, where witches and wizards merge the natural world with their spellcasting expertise to create a captivating and eco-magical experience. The balls roll on lanes of green grass and blooming flowers, guided by the whispers of the whimsically sentient florals. Each lane offers a new enchantment, with obstacles that respond to the magical intentions of the players. The pins themselves seem to sway with the wind, charmed by the spellwork.
🚴‍♀️ Flying Bike Race: Take to the skies in an exhilarating race on flying bikes, a thrilling fusion of road bicycle racing and broomstick flight. As competitors soar through the air, they pedal their enchanted bikes with precision, maneuvering through obstacles and rival racers. Experience the rush of wind against your face as you navigate challenging courses and strive for victory in this daring and high-speed wizarding sport.
🧹 Broom Flying Race: Get ready to witness an adrenaline-fueled competition that takes broomstick flying to new heights. In this mesmerizing race, talented witches and wizards take flight on their nimble brooms, soaring through the skies and showcasing their aerial prowess. From the bustling streets of the magical city to the mysterious lowground forests and the majestic highground mountain peaks, the racers will traverse a variety of terrains, each presenting its own set of challenges. With magical obstacles and enchanting shortcuts along the way, the competitors will need to combine skill, speed, and strategic thinking to claim victory. Join the exhilarating journey of the Broom Flying Race and be spellbound by the extraordinary feats of these daring fliers!
📣 Enchanting Cheerleading: Behold the magic and charm of Enchanting Cheerleading as skilled witches and wizards come together to weave spells of encouragement for their teams. With their energy and enthusiasm, these enchanting cheerleaders captivate the audience and lift the spirits of athletes with their powerful slogans and mesmerizing routines. Dancing gracefully, they perform impressive jumps and daring stunts that defy the laws of gravity. As they chant incantations of support, watch as the arena comes alive with vibrant energy. Whether they motivate sports teams, entertain the crowd, or compete against rival schools, Enchanting Cheerleading radiates positivity and magical exuberance that will leave you spellbound.
🤺 Friendly Monochamy: Embark on a journey to a time when wizards settled their disputes with honor and skillful wand duels. Step into the enchanting world of dueling, reminiscent of the 17th and 18th centuries, where elegance and formality entwined with the magic of the duel. With unwavering adherence to a strict code of honor, these dueling wizards engage in a magical battle of wits, strategy, and chivalry. Their intent is not to harm but to prove their bravery and restore honor to their name. In this realm of wizarding duels, the arena comes alive with crackling energy and mesmerizing displays of magical prowess. The duelists' mastery over their wands shines through as they weave intricate spells, evoking both admiration and awe.
⚔️ Medieval Weapon Fighting: Embrace the art of combat and delve into the realm of diverse weaponry, where skilled wizards showcase their mastery over an array of magical blades. Fencing, a dynamic and captivating combat sport, serves as the gateway to this enchanting world, where a variety of weapons come to life in the hands of skilled duelists. But the magic of Medieval Weapon Fighting doesn't end with fencing. Oh, no! In this realm, you'll encounter a tapestry of weaponry, each with its own rich history and skillful application. From the swift and agile rapier to the mighty and formidable broadsword, the dueling wizards display unmatched prowess with their chosen tools. With each clash and parry, the arena reverberates with the echoes of the past, honoring the noble traditions of wizardry.
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elizibar · 5 years ago
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Remind me not to get Gilad mad at me. From Rai #5. #comics #comicbooks #rai #eternalwarrior #valiant #valiantcomics #sword #comicart #comicpanels https://www.instagram.com/p/B99qCY-nYxW/?igshid=1buq2k56a9zgw
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inventors-fair · 2 years ago
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Color Me Surprised - Monochrome is Where the Heart is Winners
Saturate the room with the sound of applause for this week’s winners: @real-aspen-hours, @reaperfromtheabyss, and @spooky-bard!
Secrets of the Sea - @real-aspen-hours
Counting Islands is certainly a very straightforward way of encouraging monocolored decks. While I am reticent to believe that this is necessarily a particularly effective card draw spell after turn three or so (sacrificing Clues can get very costly very quickly), one cannot ignore this card’s ability to produce a truly alarming number of artifacts at once and very cheaply, and that alone makes me want to build a deck around the card, which is definitely worth something in my evaluation. The card is straightforward yet flexible in a way I found incredibly enjoyable, and for that I felt this deserved some recognition.
Templeroost Nyxwing - @reaperfromtheabyss
This is a delightful limited card which uses devotion in an absolutely fascinating manner to encourage players to build a deck that is certainly some kind of monocolored without being too specific about which color. The one black pip in the mana cost is absolutely delightful, simultaneously enabling one to splash the bat in decks of any color with ease, while also inherently breaking parity on the ability which would otherwise allow nonpermanent spells of any color to enable the shrink ray on an otherwise empty board. My only real concern here is the choice of payoff; Devotion decks tend to be very heavy on mana-dense permanents, so I have doubts that this card will be able to trigger more than once or twice a turn all that often, which I feel may make it unreliable as a removal source. Perhaps if it made them lose life? I don’t know. Regardless, it is a respectable payoff for doing the thing and any wishy-washy feelings I have towards the end of the trigger are greatly outweighed by how fascinating this card is overall. Lovely stuff.
Tuning Array - @spooky-bard
And finally, rounding out this week, we have a very fancy rock. This card is an absolutely gorgeous limited workhorse. I adore that, while it does very much shine brightest in a monocolored deck, it can still be used by two or three colored decks as a very budgety Manalith. It’s simple, powerful, and flexible, which are all qualities I adore in a Magic card. Excellent rock construction.
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housechurch · 6 years ago
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Starts today! https://www.instagram.com/p/ByqJV2-nyXW/?igshid=bwie90e6loe8
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ao3feed-brucewayne · 3 years ago
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Crimson Shaded Shards
by Nyxwing
"Dick didn't need the embarrassment of listening to himself cry like a child, on top of the stockpiled load of humiliation and shame he's gathered I've the past few days? Weeks? Months? He still couldn't tell."
 Or just a little prompt write.
Words: 2820, Chapters: 1/?, Language: English
Series: Part 1 of Prompt writes (Dick Grayson-centric)
Fandoms: DCU (Comics), Nightwing (Comics)
Rating: Not Rated
Warnings: Creator Chose Not To Use Archive Warnings, No Archive Warnings Apply
Categories: Gen
Characters: Dick Grayson, Bruce Wayne, Blockbuster (DCU), Original Female Character(s)
Relationships: Dick Grayson & Bruce Wayne
Additional Tags: Hurt Dick Grayson, Dick Grayson Needs a Hug, Dick Grayson-centric, Dick Grayson Gets a Hug, Dick Grayson Has Issues, Bruce Wayne is a Good Parent, kind of, he tries at least, Blockbuster is dead and only mentioned, Blink and you'll miss it, References to Catalina trying to marry Dick, Dissociation, Trauma, memory blocking, Post-Traumatic Stress Disorder - PTSD, Blood, Blood and Injury, Minor Violence, Self-Hatred, Self-Harm, Dick's punching mirrors, Ambiguous/Open Ending
source https://archiveofourown.org/works/40383846
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mohamadazhari · 6 years ago
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Pernikahan Lia & Andhika PT.Pertamina https://www.instagram.com/p/BtX84u-nYXw/?utm_source=ig_tumblr_share&igshid=1ft9jufy18ms7
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nemirutami · 6 years ago
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[Royalty/Retainer AU] Informant Futaba Sakura!
Futabas design is finally conceptualized. Age 25. Runs an information agency in Oratorio along with a couple of other familiar faces. 
She wears gloves all the time when she’s outside so she doesn’t leave unwanted fingerprints anywhere. In her spare time, she makes her own little plushies and pillows. No one knows what they are, but they look bizarre. Futaba claims that the plushies and pillows she makes are inspired by information-based-monsters that come from a data-oriented world which differs heavily from our own. She further claims that the two worlds are tied together but that they never cross unless the barrier is broken... or something like that. In any case, Futaba’s plushies are just plushies... as far as we know.
She belongs to the Reaper zodiac, and wears little coffins on her shoes in her casual attire based on it.
Backstory and vitals under the cut, outlined by @straylize, and any additional information will be shared on the RRAU blog.
DOB: Papesse 19, 744
Age: 25
Height: 149cm (4′11″)
Birthplace: Oratorio
Current Residence: Oratorio
Futaba was born in Oratorio on Papesse 19 in Arisatan Calendar year 744. She was born to parents of the common class—Sojiro Sakura, owner of Tavern Leblanc, and Wakaba Sakura (née Ishiki), a professor of science at Oratorio University.
Sojiro is a native of Oratorio, a retired soldier of the Imperial Military’s intelligence division who used his earnings to open a tavern that would become home to weary soldiers looking to unwind. Wakaba, a native of Bufula, was once a renounced researcher who aided in some of the kingdom’s largest technical advances of their era. After having met Sojiro during a trip to the capital for business, she elected to leave her native city to marry him; instead of taking a far more humble job to educate curious minds and inspire them to pursue careers in scientific advancement.
Their life was a humble one; with only their one daughter, they lived a life of peace. Futaba took an interest in Wakaba’s research and affinity for the sciences at a young age—even with meager resources, her young mind showed great potential for advancing communication. Her aptitude for this was something Wakaba wished to foster, and she did all she could to guide Futaba to achieving her goals.
But it’s rare for anyone in the Arisato Kingdom to maintain a peaceful life.
It was the year Futaba turned fifteen when things began to go wrong. Just weeks after The Fall, Oratorio was still in a state of chaos from losing their leader. Futaba and Wakaba had been walking from the marketplace back to their home on the outskirts of the city when they were attacked.
Or rather—when Futaba was attacked.
It was an assassin, one who moved within the shadows and didn’t make their face shown. That assassin, though, possessed a firearm—and though the assassin had a clear shot of her head, it was Wakaba that took the bullet for her daughter’s sake. What should have been Futaba’s head became Wakaba’s chest, tearing through her vital organs and leaving her dead after just moments. Though the assassin had every intention of finishing the job to kill Futaba, the girl’s screams drew far too much attention from those nearby. The assassin escaped, though not without intent to make quick work of her at a later date.
The assassin would not get that chance.
Futaba was completely traumatized by the experience, having known the assassin was after her head, for a reason that she couldn’t fathom. Her mother had died to save her, and the guilt tore her apart. She and Sojiro alike felt she was unsafe to remain in the Sakura household; instead, she took residence in a room hidden away in the cellar of Tavern Leblanc. She took herself almost entirely off the radar, holding her own father to a promise to say she went missing after the incident.
The only people who knew of Futaba’s location were the people she vetted and approved of.
With a desire to avenge her mother’s death and try to overcome her own guilt for living while her mother died (believing that if an assassin was targeting her, there had to be a valid reason for it, and that perhaps she should have been dead after all), she slowly began to work.
Over the course of the next decade, she would build a network from the shadows, consisting of people she trusted to work as informants. This group would be known to those seeking information as the Alibaba Informant Agency—and while it sounds very official, it’s anything but. The operatives work in secret, and none but the core representatives of each region and one man at the core of the Arisato Kingdom knew of who “Alibaba” truly was. Though many knew the name, none knew the face or where the agency was headed out of. They bought and sold information of all sorts, though Futaba had ulterior motives—to find the person who killed her mother, and to find out why she was being targeted.
Her primary operatives consist of:
Fuuka Yamagishi, Bufula
Baofu, Nyxwing
Maya Amano, Garudyne
Yukino Mayuzumi, Mahama
Makoto Niijima, Astarte
Sae Niijima, Eigaon
The Oratorio branch is handed by Futaba herself, with ears all over the city; she gets most of her information from the king’s retainer, Akira Kurusu. He is one of the people she trusts most, due to loyalty to Minato and how frequently he comes to Tavern Leblanc.
In Straylize Vers, Akira works closely with Futaba in order to find the assassin that caused The Fall. Part of how they have bonded and gotten close to any degree is because of their similar tragedies and their duty driven by guilt. They act far more like siblings than simply colleagues, and because of this, Sojiro often treats Akira like a second son (much to Akira’s chagrin, though that’s a background for another time).
Futaba rarely leaves Leblanc; even coming out from her quarters that are hidden away is rare during the Tavern’s open hours. Her operatives and Akira often visit her in the dead of night, when nobody will notice. When she does go out, she’s able to hide in plain sight. Her bright hair is dyed and grown out long to distract from how she looked in her teenage years—a spitting image of Wakaba in just about every way.
Her identity has yet to be discovered thanks to her talents, but for all of her skill and capability, she still hasn’t gotten any closer to finding her mother’s killer… or why an assassin would want her out of the picture to begin with.
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