#proto jungle
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Release: May 29, 1989
Lyrics:
Back to life, back to reality
Back to life, back to reality
Back to life, back to reality
Back to the here and now, yeah
Show me how decide
What you want from me
Tell me, maybe I could be there for you
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
Back to life, back to the present time
Back from a fantasy, yes
Tell me, now, take the initiative
I'll leave it in your hands until you're ready
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you need me
How ever do you need me
How ever do you need me
How ever do you need me
I live at the top of the block
No more room for trouble and fuss
Need a change, a positive change
Look, it's me writing on the wall
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
Back to life, back to the day we have
Let's end this foolish game
Hear me out, don't let it waste away
Make up your mind so I know where I stand
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
Songwriter:
How ever do you want me
How ever do you need me
How ever do you want me
How ever do you need me
Nellee Hooper / Simon Law / Caron Wheeler / Beresford(b Romeo
SongFacts:
👉📖
#Youtube#Spotify#Soul II Soul#Back to life#hit of the day#music#music video#video of the day#youtube video#chaos radi o#good music#80s#80s charts#80s music#80s nostalgia#1989#contemporary r&b#r&b#house#proto jungle#pop#pop soul#uk street soul#breakbeat#hip hop#lyrics#songfacts#282
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Chickens likely domesticated themselves the same way wolves did which is basically by hanging around our settlements and eating our refuse.
Living with chickens in this sort of way was likely happening way before the estimated times of 8,000- 10,000 years ago. The relationship was likely already long established it was just during that time some chickens started developing smaller/weaker adrenal glands which caused them to become much easier to raise and handle which eventually lead to the domesticated chicken we know of today (and how that happened so suddenly is a completely different but very interesting topic)
Also due to this you could argue that there isn't any true wild red jungle fowl left untouched and uninfluenced by humans anymore. Not only due to constant cross breeding with domestic chickens but because red jungle fowl are still doing what their ancestors did in their current range, if there is a town or village nearby the bravest junglefowl will still choose to intermingle with the village and eat the refuse, agricultural byproducts, and waste. People will still catch and care for these "wild" birds like their ancestors did. This isn't to say we shouldn't try our best to preserve the wild red jungle fowls wild genetics, their should be populations left to be in their natural environment but it's likely they are not truly same wild birds they once were thousands of years ago and honestly that's OK because thats how its been for thousands of years.
#basically domestic chickens suddenly became so wide spread so suddenly those thousands of years ago because a chinese ruler was like#i need to feed my people and im going to use these birds to do it#so they selected for big birds who were calm so they wouldnt freak out and burn calories#and they selected for less rooster to rooster aggression so they could house large amounts of birds together#and those birds were basically proto cochins#also game birds are very simialr to wild jungle fowl since their adrenals are physically different then asiatic breeds and their derivatives#they like have their own things going on im not getting into right now but#its all very cool and fascinating#also by learning this i learned that a lot of the older breeders in america think that like chicken breeds just#came unto existence via god??#Christian fundamentalism is wild
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me trying to figure things out re: proto-fiend lore in smtvv and my vanilla smtv headcanons for pre-aogami susano-o... by obvs writing a susano-o/tsukuyomi pwp :|
well anyway here's a teaser
-
Summer. Tsukuyomi’s most hated season and yet the most inescapable. As the world entered a warming state due to humanity’s breakneck technological progress, Tokyo sizzled more and more with each orbit of the sun, and the jungle of concrete and glass only amplified this inescapable heat to the point where even demons were put in a state of lethargy and disgust - and the Proto-Fiends were no exception to this rule.
Crafted by human hands, the Proto-Fiend bodies were inherently flawed compared to their more divine kin, yet they brought advantages with them that other demons coveted jealously: Proto-Fiends were capable of growth and change, trading additional vulnerabilities for the advantage of human ingenuity strengthening them. Of course, Amaterasu, Susano-o and Tsukuyomi were free to spurn the Proto-Fiend bodies to take upon their far more divine yet stagnant forms, but they were long used to this arrangement their father had made with humanity by this point, and so usually stuck with their flawed yet limitless bodies.
However, it seemed that even Proto-Fiends weren’t immune to excessive heatwaves, especially humid heatwaves, which has resulted in Tsukuyomi’s current predicament…
“Ugh. This damn heat…”
The moon was naught but a tiny sliver in the sky, the stars concealed behind patchy yet thick clouds that contained the sticky, humid heat pressing down upon Tokyo. The night hadn’t brought cool relief like Tsukuyomi had hoped, and his little trip to Inakuma shrine for some privacy turned out to be very ill-advised as a result. As claustrophobic as Bethel Japan HQ could be sometimes, it had air-conditioning.
Tsukuyomi, sprawled out on the concave roof of his shrine, scowled at the starless sky above, genuinely contemplating shedding his current Proto-Fiend form until this oppressive heatwave had passed. It wouldn’t be too much of a hardship for the humans to construct him another vessel - Tsukuyomi was cautious enough that they had enough bodies for him to die several times over in one evening before they hit the emergency stocks - but the problem was that Susano-o and even Amaterasu wouldn’t let him forget it.
too weak to endure even a little bit of heat, they’d no doubt tease, and Tsukuyomi’s pride refused to hand them that ammunition. It was bad enough that he was the weakest among them as it was, with an identity that was ephemeral and being steadily consumed by pop culture and commercialism (the less said about Susano-o discovering ‘sexy anime Tsukuyomi’ from human entertainment, the better), but confirming their suspicions on his constitution and having them mock him, or worse, pity him? Tsukuyomi would rather suffer instead.
So he sulked out here instead, in the privacy of his shrine, slowly cooking alive in his Proto-Fiend body. Maybe for next summer he should press-gang a bunch of Jack Frosts into service… make them create a giant snowstorm localised right here… that would be lovely…
A sudden surge of ozone and a blissfully cool gust of wind stirred the stagnant air, heralding Susano-o’s boisterous arrival onto the scene. Tsukuyomi closed his eyes, too exhausted and hot to feel annoyed about his brother’s intrusion. This may as well happen. If he ignored him maybe he’ll just go away.
“Brother!” Susano-o boomed obnoxiously, the acoustic of the shrine making it echo like thunder as the oaf lumbered over. Tsukuyomi practically heard every heavy stomp of Susano-o’s feet. “Brother, are you here?”
Tsukuyomi ignored him.
Susano-o harrumphed loudly, muttering something too low for him to hear. After a moment, Tsukuyomi heard the thump and creak of his brother hauling himself up onto the shrine’s roof, the structure groaning in protest from his considerable bulk - and inelegant way of climbing! What was he doing, kicking footholds into the wall?
“I’m getting too old to climb after you like this, brother!” Susano-o bitched, only to be interrupted by the sound of clattering roof tiles and-
SMASH!
“Ah, shit. Fuck,” Susano-o said. “Crap.”
“Stop destroying my shrine,” Tsukuyomi mumbled half-heartedly.
“He lives!” Susano-o proclaimed, and Tsukuyomi grunted when he felt his brother’s large hands grasp his shoulders and give him a shake. The back of his head whacked the roof a few times from the vigorous shakedown his brother gave him.
“I feared the worst, seeing you lie here so still!” Susano-o said with his usual needless dramatics. “Whatever is the matter with you, brother! Why- ah, why are you naked…”
“I’m hot,” Tsukuyomi admitted. He couldn’t think of any other reason that wouldn’t have Susano-o twisting it to something deviant and weird. “So I stripped.”
“I see…”
#smt5#smtv#shin megami tensei 5#shin megami tensei v#hayao koshimizu#tsukuyomi (smtv)#susano-o (smtv)#fanfic#listen i love the doomed yaoi that is susano-o/tsukuyomi#if only for the tasty tasty angst that aogami's whole situation brings#also fun thinking how their past iterations were like before smtv
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Could I hear more of your thoughts on Doc Savage and the archetype he created? How does it relate to modern superheroes more specifically Reed Richards? (I know that you dislike Doc Savage, so sorry if this bothers you.)
Sorta like this, if we take a look at how Doc's archetype was formed and consolidated, and how that affected the Superheroes and Reed Richards specifically. (also please don't apologize, you all can ask me questions about whatever, seriously)
"Doc Savage" is recognizable in lots of other characters but there is a difference between specific pastiches or tributes or parodies of Doc (Doc Samson, Edison Rex, Jonas Venture), and characters who are evoking Doc Savage as his own archetype to draw initial inspiration from (Tom Strong, Bane, Clark Kent), and if we pull at Doc's roots we're gonna get to prior characters like Tarzan and Sherlock who were the ones to introduce or codify much of what are now commonplace superhero traits or the ones to introduce much of what Doc was originally pulling from.
I wanna draw some lines in the sand separating what is it that these characters brought to the table, in the road to get to Reed Richards and what exactly is it that Reed and Doc have in common vs things they have that are mainly taken from characters before them/grandfathered in their respective mediums. So let's go over the Archetypes here:
The Sci-Fi Superman: Coined by Peter Coogan. Through some strange birth or scientific intervention, these characters have superhuman powers and abilities that set them irrevocably apart from humanity, nearly forcing them to usually fall into the roles of saviors, rulers, destroyers, or ostracized/self-imposed hermits. Unless they find a purpose requiring said abilites, they cannot be permitted to exist and usually meet a tragic demise or is stripped of said power. Formative example is The Creature from Frankenstein (Mary Shelley), and others include Hugo Danner from Gladiator (Phillip Wylie) and Bill Dunn from The Reign of The Superman (Jerry Siegel). Coogan considers John Carter the first wholly positive and heroic SF superman, which is disputable, but more on Carter later.
Pulp Ubermensch: The Great Man turned do-gooding adventurer with a prosocial agenda. A human who is physically, mentally, and/or morally superior to those around him as a result of training/upbringing, skilled at everything the story requires him to, who applies his talents and abilities near-exclusively to fight evil. Formative example is Nick Carter (created by John R. Coryell and penned by Frederick Van Rensselaer Dey), who established much of what would eventually become pulp hero and superhero convention consequently.
The Great Adventurer: I'm naming these as a counterpoint to The Great Detective, the fantastical globetrotting adventurer/explorer hero who can go anywhere and do anything, who takes to the world as the detective takes to the city. The idea of a wealthy, offbeat, yet good-natured pulp hero who goes around righting wrongs with like-minded assistants. Formative example here is Rocambole (Ponson du Terrail), in most ways a definitive early Pulp Ubermensch, and arguably the first proto-superhero to assemble a gang of odd companions with a variety of talents and backgrounds to aid him, which is what both the Fabulous Five and the Fantastic Four can trace roots back to.
Pulp Supermen: Offshoots of the Sci-Fi Superman as adventure protagonists in serialized stories, where their superhuman natures and status are alleviated and redirected by the need of their capabilities somewhere or in service of something, and thus they get around the ruler/savior/destroyer fate by being heroes with a social calling akin to the Pulp Ubermensch, dedicated to use their powers near-exclusively to fight injustice without rocking the boat of society by their presence (or if necessary, assert dominion ONLY in a setting outside of human society, such as the jungle or Martian civilization). Distinguished from the Pulp Ubermensch by their greater larger-than-life explicitly superhuman abilities, that they don't need to be morally/mentally superior to the extent of a Pulp Ubermensch, and by the fantastical settings and tone of their adventures. Formative examples are John Carter of Mars and Tarzan of the Apes (both created by Edgar Rice Burroughs), with Tarzan quoted by Lester Dent as a specific influence on Doc (there are others but we're skipping most of those not relevant here)
The Science Adventurer: A frequently-used name to describe Doc Savage and Doc Savage-alikes. Doc Savage can be described, in archetype word salad terms, as a Pulp Superman who calls upon the Pulp Ubermensch's great man-ness and urban social calling, and who combines a Sci-Fi Superman origin and physical traits with The Great Adventurer's explorer disposition, righteousness and band of companions. The main thing that sets him apart from the characters listed prior is his focus on scientific prowess, technology, reasoning and polymathic skills, the importance of the "Doc" part of his name as it where.
The Superhero: you already know what these are and how they relate to the above. I've written a couple of things about the differences between pulp heroes and superheroes and it's a subject I'm of constantly mixed opinions on even regarding stuff I wrote, so I'm linking these two written a year apart if you want an idea of where those differences are.
And so we get to Reed, who I'm naming a Science-Adventurer Superhero as a merger of the last two. Both Stan Lee and Jack Kirby mentioned several times that they read Doc Savage aplenty during the Depression and it shows in elements such as the Baxter Building (an expansion of Doc's headquarters in the Empire State Building - instead of just the 86th floor, The Four get the entire skyscraper), the specialized aircraft and vehicles, the fights and antagonism between the cantankerous and anti-social Ben Grimm and the smart-mouthed Johnny Storm mirroring the bickering spats between the bestial Monk and the silver-tongued Ham, and of course Beast from X-Men being more closeled modeled on Monk's ape-ish traits and scientific expertise (there's a fairly large argument to be made, that I think accounts for some of why Beast is, like that, in recent comics, that Ben Grimm and Hank McCoy both divided Monk Mayfair's every trait between themselves and ultimately flipped the script in the long run before taking it to the farthest extremes possible as polarized opposites of each other, with Ben initially getting most of the bad parts and making them the best ones, and Hank initially getting all the good ones and making them into the worst ones)
As far as I know, Reed Richards was not consciously modeled after Doc Savage (although Jack Kirby and Joe Simon's Private Strong used the origin story of a professor raising his son in a lab to be perfect in total isolation of other humans, which Lester likely may have pulled from Phillip Wylie's The Savage Gentleman to begin with), although it's commonly said that the direct precursors of the Four, the Challengers of the Unknown, were modeled after Doc Savage and the Fabulous Five's make-up. The members of the Fantastic Four are all based on 50s sci-fi archetypes, with Reed as the quintessential scientist, the grey-templed pipe-smoking patriarch frontman of the expeditions, and some creators over the years seem to have drawn upon Doc Savage as a model Reed. I'm thinking specifically of Mark Waid here, who openly named Doc Savage in his pitch bible:
The eternal problem with Scientifically Inclined Genius Adventures, the reason they don't ring true, is because in real life scientists spend all their damn time in the lab. Not Reed.
F'r pete's sake, we know he undertook all sorts of Indiana Jones missions as a younger man, we've seen that he actively enlisted in a war, and oh yeah, he stole a rocketship and tried to take it to the moon."
Tommy B put his finger on it when he suggested I stop thinking of Reed as the Professor from Gilligan's Island and instead think of him more like Doc Savage. When Reed encounters mental or logistic obstacles in his quest for knowledge, he thinks through them.
Doc Savage, of course, isn't the perfect model - he's a little more blood-and-gristle than Reed, more invested in the search for justice than for knowledge, and a little more "in the moment" as a general rule. Reed's more like Peter Weller as Buckaroo Banzai, they have the same aloof, detached nature. Unless active danger is staring him right in the face, Reed often seems a bit distant and not completely here because his mind is ten minutes in the future.
That addresses the Science-Adventurer aspect, which leaves us with the Superhero side of the equation.
With Doc Savage you of course have one of the, if not the, main archetypal pulp heroes, a character that both Superman and Batman would take a great deal from, and "pulp hero" in itself is a term that exists to define these characters more so in relation to superheroes than what they were actually like in their own stories, time periods and mediums. The superhero as a concept is founded on Superman and Batman and their dychotomy. Costumed Avenger vs Ubermensch, mortal and immortal, light and dark, Dayman and Nightman (AHH-ahhh-AAHHHHH!), and that dynamic is specifically a result of Superman and Batman being direct descendants from Doc Savage and The Shadow respectively, who were Street & Smith's (and by extension the American pulps) Big Two, the top dogs of 1930s hero pulps, and direct opposites to each other.
Doc Savage was created in response to The Phantom Detective (who was the first successful Shadow imitator and thus defined it as the thing everyone was gonna have to do or respond to) and was in many ways a modernized revamp-almost-copy of Street & Smith's Nick Carter during his heyday, in origin and first case and super strength and omnicapable skills and general Great Man-ness and gadgetry and mission statement and so on. Doc was co-created by the editor of Nick Carter Magazine, John Nanovic, and the first response to the Phantom Detective that S&S planned was a reboot of Nick Carter as a generic hardboiled detective, published on March 1933, the same month as Doc's debut, and obviously Doc would go on to achieve much greater success and thus would popularize those traits again with himself as the figurehead archetype of them (not unlike what Superman and Batman would later do).
Unlike The Shadow, Doc Savage does not operate under a secret identity or mask. He is not the hidden master of the city and has no division between his alter egos, and because he performs in broad daylight as a celebrity, is theorically held to social scrutiny, and is fully sanctioned and approved by law enforcement and works with the authorities with public transparency (minus the crime college but let's just, not, for now), it greatly upends and affects the approach he takes to fighting crime. He only has one identity, the greatest man of all time as the stories will remind you at every turn, by his author's own words he "manifests Christliness", and while not much separates Doc Savage's skills from Nick Carter's, he is explicitly and textually framed as superhuman (even a "superman", that term was deployed a few times), and he operates in a contemporary, urban setting that most Pulp Supermen cannot touch without veering into Sci-Fi Superman territory.
Within the hero pulp format that S&S started with Nick Carter and renewed with The Shadow, with the scientific explorer angle, you could argue Doc Savage, in almost exactly the same way as he does in his stories, worked out the solution to an unfixable problem: Turns out you can be as over-the-top super as you want, so long as you have a procession of equivalent super menaces to fight, don't upset society (and if you do it, not where the public where can see, keep it a secret that you can be blackmailed over by crooks you will inevitably silence okay look I'll stop now), have whatever incredible miracle cures and achievements and charity you do work on take place off screen where you never have to deal with them too seriously, and know how to pick your fights.
His service to others resolves the ruler/savior/destroyer conundrum. Savage aids individuals who face problems beyond their control, does great work in advancing medicine and science, and alleviates suffering through charity work, but he leaves the institutions of society in place.
He faces a never-ending succession of villains threatening society, an eternal frontier of gangsters and super-scientific menaces who play the role that Indians take in frontier narratives. The unresolvable nature of crime makes this frontier eternal, so Savage can place his superiority in service to the community and never risk turning into a ruler, savior, or destroyer because he can find challenges sufficient to absorb his energies.
The Savage solution—the hero position would be adopted by the creators of other prosocial supermen to come, including Superman, although only the adventures of Superman would be set in contemporary America.
Thus instead of marking an end to the bourgeois domination of society, as Nietzsche foresaw, the superman serves to protect that domination through myth-narratives. - Superhero: The Secret Origin of a Genre, by Peter Coogan
Reed Richards, in turn, is defined (INCORRECTLY, I say, feeling a plasma crackle barely miss my skull) as the smartest man on the planet, a mental superhuman who operates on a level above and beyond that of everyone around him, and a freak accident during a space travel grants him physical superhumanity to match, with his body able to morph and bend under his will. He alleviates the ruler/savior/destroyer conundrum Coogan described in much of the exact same way described above, kept busy with an endless procession of strange dimensions and aliens and supervillain challenges, and Mark Waid's famous confession scene in Fantastic Four #489 addresses the fate that looms over the Sci-Fi Superman directly, with the "very arrogant man who did something very stupid" pointificating to his toddler child just how necessary it was to ensure that the world would not fear and destroy the people he'd irreversibly mutated as a result of hubris, what is even the point of his grandstanding title and colorful outfit and public adventures and all that.
The life of superpowered adventurer celebrities was a necessity, and his superhero persona, Mr Fantastic, is a tabloid-catching act of penitence to mask his ultimate shame and to compensate the people he loves most. He lives for science, he craves discovery above all, but as far back as the Lee/Kirby stories, he still drags the team into awful intrusive press conferences none of them want to go but must, he sits through meetings with hardass generals to buy his team more leeway and trust, he takes the time to stretch across the city to visit sick children in hospitals and say hello to passing helicopters, he has to be the stick-in-the-mud dad who stretches himself thin to keep Johnny and Ben from ditching the team or seriously hurting each other (those first Johnny and Ben spats get way more violent than you'd expect), and he has to make difficult and even manipulative and harsh decisions even then to save the most lives he can. He carries a responsability to his family and loved ones first and foremost, and fashioning himself and them into superheroes is how he lives up to that responsability. It's what allows them to exist and thrive in-universe as much as out of it.
(We're not gonna play catch-up to the "why doesn't Reed Richards cure cancer" conversation but even that, in itself, is an extension of a thread that we can trace back to Doc and the Sci-Fi Supermen before him, when seams in the fantasy start showing with the introduction of consequence, a trend that particularly catches up to these scientist superhero characters who followed in Doc Savage's wake, and obviously caught up to Doc himself several times by now, for reasons @artbyblastweave describes as "a consequence of contemporary writers being Allowed To Notice And Unpack Things" and elaborates on very neatly here)
As a superhero, Reed Richards exists in conversation with Superman and Batman, same as every other character within the superhero "genre", which means he also exists in conversation with those traits borrowed from Doc Savage, and The Shadow, and all these other guys listed who were crucial in their development and a lot of others I'm leaving out of the conversation for now. A crucial part of that conversation and where the Fantastic Four figure into it is the fact that they were designed to not be traditional superheroes but to flip most if not all the conventions established on it's head, a part of that being their initial lack of uniforms (and when they did get uniforms they were just that, uniforms, rather than costumes), the lack of a secret identity, and the fact that the Four are scientists and explorers first, and crimefighting superheroes a distant second they're forced to frequently make a close second or first priority. Marvel made it's big defining pop culture splash with the Fantastic Four by turning superhero convention on it's head and doing as much as they could to do the opposite of what Brand Echh was doing.
And that's kinda the main reason they end up inviting similarities with Doc Savage and other pulp heroes, because they're going out of their way to imitate and subvert traits and tropes that Superman and Batman were already imitating and subverting from those guys in the first place, that they in turn were imitating and subverting from guys that came before them, and etc.
Archetypes are breakthroughs, and no breakthrough happens in a vacuum. In the end, a lot of these strands and connections between these characters are less specifically the result of writers consciously following in the footsteps of Doc Savage and those that came before or alongside him, and more so with the fact that there's only so many left turns you can take before you just end up in a circle, or reinventing the wheel as it were.
#replies tag#pulp heroes#pulp fiction#superheroes#marvel#marvel comics#doc savage#lester dent#reed richards#fantastic four#stan lee#jack kirby#mark waid#comics
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Death is a personal thing.
To be sure, everyone dies eventually, and, in that, if nothing else, they are equal. But no two people know death the same way. No two people are touched by death the same way. No two people see death in the same way. No two people are taken by death in the same way.
And no one may know another’s death. Not beyond a glimpse through a window at night, not beyond a tale of a country undiscovered.
That country of death was much the same.
The Ghost Zone. The Spirit World. The Infinite Realms.
Many names. Many faces. Many forms.
It was personal.
.
Vlad Masters knew what the Ghost Zone looked like. He had worked with Jack and Maddie to extrapolate its composition and appearance long before they’d even gotten the proto-portal running from the tiny samples of ectoplasm they’d been able to synthesize.
Once they had… Well. Even the small uncertainty he’d had before was gone. The Ghost Zone was green and pulsating pain, ooze and rot, twisted abominations and power.
He could feel it inside him, even in the hospital, even dying from ecto-acne. He knew. He knew.
And his knowledge was vindicated the first time he stepped through a portal.
.
Danny grew up hearing stories about ghosts, even if he didn’t believe in them. Stories about how evil they were, generally, but also about what the Ghost Zone was supposed to be like. Vast voids. Glowing ectoplasm. Islands of stability.
It shaped him. But it wasn’t the only thing that did that.
(He remembered, distantly, Grandpa Fenton saying that he was going on one, last, long journey…)
He stood in front of the empty porta, smiling. “You’re right. Who knows what kind of awesome, super-cool things exist on the other side of that portal?”
Danny didn’t know. But he imagined. He imagined a journey of a lifetime, of a death, of an eternity.
The light that killed him and saved him was green, but it was followed by diamond-studded black.
His first journey into the Ghost Zone showed him a world of wonder. Eternal night stretched as far as the eye could see, strewn with luminescent islands - each a wandering star, populated by strange trees, strange fruits, strange beings, strange technology, all glowing in the dark.
.
For Sam, the Ghost Zone was a vast wilderness full of extinct and endangered creatures. All those things Sam cared so much about saving. All the things humanity had failed to save. All the things humanity had driven into the dark.
Not only a wilderness - a hungry, grasping wilderness. Beautiful, but deadly and eager to take.
It was about her activism. Her passions. Her understanding of killing.
(It was really about Danny.)
(About losing him.)
(About dooming him.)
(About killing him.)
(Making him a member of a not-quite-species with only three members.)
But she could find her place here, too. She knew. The jungles, the deserts, the mountains, the tundra. The creeping vines, the snarling beasts, the towering trees. There was a place here for her.
.
The Ghost Zone was dead, and to Tucker Foley dead meant two things. Broken tech and hospitals.
His version of the Ghost Zone had both. Great landfills and huge, almost industrial buildings that seemed to ooze illness and injury in an apocalyptic landscape. There was rust and gray in the sky, streaked with mossy, algae-like green. Verdigris. Even gold oxidized and crumbled.
The thing was, junk could be repurposed. Broken things could be fixed, or scavenged for parts. Brought back to life, as it were.
He just had to avoid the hospitals, and everything would be fine.
.
First and foremost, Jazz’s view of the Ghost Zone and ghosts in general was colored by the general concept of ‘her brother, the superhero.’
This was the world beyond the portal for her. One where death wasn't, and she still didn't have to see.
.
Valerie hated the Ghost World and everything in it. It was a bottomless pit that did nothing but take and take and take.
… It did seem a little different, though, after the first time she'd actually worked with Phantom. There seemed to be other changes after her second suit. The whole place just felt more inviting.
But surely that was all in her head.
.
And Jack and Maddie? Well. They already knew everything there was to know about ghosts… and they knew they weren’t ‘souls of the dead’ or any such nonsense. They were simply monsters from another dimension! One made of ectoplasm and energy! A green world! An exciting world!
A hostile world.
One that would do anything it could to lie to them, to trick them, to kill them. Just like the ghosts that inhabited it.
That's why they needed the Specter Speeder and all their other protective gear.
That's why they needed protective gear, unlike, say, Sam, who could walk through her wilderness unharmed, so long as she kept an eye out for prehistoric megafauna, or Tucker, who'd had to get his tetanus shot renewed after a nasty fall into a junk pile that first week. The Ghost Zone would destroy them, just like they tried to destroy it.
That was just what death was like, after all.
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Nearly all the megafauna we associate with Africa today is immigrants. For the last 30 million years or so, its dominant mammalian families have been Bovidae (antelopes, gazelles, gnus, buffaloes), Giraffidae (giraffes), Hippopotamidae (hippos), Camelidae (dromedaries), Felidae (lions, leopards), Canidae (jackals, wild dogs), Hyaenidae (hyaenas), Rhinocerotidae (rhinos), Equidae (asses, zebras), Hystricidae (African porcupines)... nearly all came from outside. Mostly Asia; some from America! (The big exception is elephants).
For the first half of the age of Mammals, say 60 to 30 million years ago, Africa was an island-continent, cut off from the rest of the world by the warm currents of the Tethys Sea:
(Map by Chris Scotese; other pics from Wiki unless noted otherwise)
And, much like Australia in later times, it had developed its own unique fauna of endemic mammals, unknown in the rest of the world. It mostly formed a single clade, appropriately called Afrotheria, which had branched off other placentate mammals in the time of the last dinosaurs. And what were these Afrotheria?
Some of the smallest are still among us. Tenrecs and golden moles (order Afrosoricida), elephant shrews (order Macroscelidea), and hyraxes (order Hyracoidea), the African answer to hedgehogs, moles, shrews, and rabbits, respectively. They are not closely related to their Amero-Eurasian analogues, but they live in much the same way, and much in the same way they did when Africa was an island.
But some of them could grow quite large! Alas, Titanohyrax is known only from its jaws. Thankfully, the jaws and teeth of mammals are very distinctive and allow very precise identification.
And as for the true giants? Behold magnificent Arsinoitherium (order Embrithopoda), which was a rhino before there were rhinos. No close relation -- in fact, its horns were hollow cones of bone, whereas those of rhinos are made of solid keratin, like giant fingernails. (Sketch by Mauricio Anton, from this wonderful paper by him and Alan Turner).
Then there were the early Sirenians, the still only semi-aquatic ancestors of dugongs and manatees (and the first who broke containment: the proto-manatees Pezosiren and Prorastomus ended up in Jamaica when Africa was still an island, and they still had legs!)
And of course there were early Proboscideans, the grandparents and granduncles of elephants, like Moeritherium, who roamed Egypt when it was still a tropical swamp...
But no isolation lasts forever. Around 40 million years ago, Africa had drifted close enough to Eurasia for some animals to cross through the Tethys. As the seafloor was crushed between continents, the smoking islands that would become Italy, Greece, Turkey, and Iran were rising in between.
Among the first to cross were Primates, such as Afrotarsius, a sort of midway between tarsiers and true monkeys. They did well in the jungles on both sides of the Tethys, spawning macaques, vervets, langurs, baboons and eventually, in the woodlands around Lake Victoria, the first apes.
Another such groups were Rodents -- specifically the Phiomorpha subgroup, in which we find all sorts of distinctly African species such as Old World porcupines, cane rats, and naked mole rats. This is to say that Primates and Rodents did well for themselves after sneaking in.
But then, 30 million years or so, Africa crashed into Eurasia. All barriers to migration went away (well, they came and went with the sea level, but the point is, Africa was no longer super-Australia anymore). And then what we think of today as "African fauna" rushed in.
Here is what African macrofauna looked like at that point, as ungulates and carnivorans were starting to show up:
(H. B. S. Cooke, 1968)
The usual rule of thumb is that when two landmasses meet, the faunas of the smallest and/or most isolate landmass lose out. The later interchange between North and South America is a more famous example, but this is no exception.
The great Embrithopods vanished forever; other orders were relegated to small, humbler sizes. In came Bovidae, Giraffidae, Hippopotamidae, Rhinocerotidae, Felidae, Canidae, Hyaenidae, all sharpened by competition on a larger scale in the great grasslands of Eurasia. In came Equidae and Camelidae, which had appeared in North American plains alongside pronghorns (where did you think llamas come from?), and had gone all the way through Bering and Asia.
And by later ages, you see it yourselves: elephants and apes actually do quite well, but Eurasian carnivorans and ungulates now rule the land.
To be fair, many groups of pre-invasion African fauna did more than just endure. In the Miocene epoch, soon after the great exchange, apes would be found throughout Eurasia from Spain to China, and perhaps some key part of our own evolution took place there. Elephants were even more widespread, getting as far as South America; manatees invaded warm seawaters all around the Equator. Rock hyraxes and African porcupines had some success in the Near East and southern Europe. But I don't think any of these transformed the Eurasian landscape on the same scale as the African landscape was.
And to be sure, the newcomers were impressive!
The wheel of ages turns and turns, caring little for who thrives and who falls -- but life as a whole, somehow, always falls on its feet.
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Mihawk and his three sons in the Golden verse taking the time between his jobs and all their chores to teach the boys haki and fighting and educating them to the best of his abilities. Luffy struggles with everything book related because it's boring, Dad. It's not like haki or fighting where he has to pay attention or he might get hurt by someone but it's also fun so it's easy to pay attention. Ace also finds it boring because why do they need this stuff if he and Luffy are going to be pirates. Mihawk tells them both it's important because the best pirates know how to split their treasure amongst their crews and can read the logs their navigators make. Mihawk is surprised at how emotionally intelligent Luffy is for being so young, and says that's something all good captains have as well.
When Luffy asks why he doesn't have a crew Mihawk chuckles and says his goal was to never be a pirate, it was just the easiest way to accomplish his goal of becoming the world's greatest swordsman. Ace asks if his dad ever knew this stuff and Mihawk says he did. He's not lying either, Roger may have been incredibly impulsive but he was the king of the pirates for a reason.
Ace and Luffy are so used to sleeping together in a hut in the jungle their room has two beds that are sizable because he thinks they may just climb into each other's beds. No, usually Sanji wakes him up when he climbs into his bed first, sometimes it's Luffy, rarely ever Ace who only comes when his nightmares are extreme. Mihawk wakes most mornings to three extra bodies in his bed. Most of the time he can pry himself from the pile of children that have somehow heeped on him but some mornings Mihawk does not and lets himself sleep longer. Sanji and Luffy are relatively the same size until Sanji is about twelve, thirteen when the food finally sticks to him and he almost matches Ace in height for a while.
Garp compliments Mihawk on his raising of the boys, saying they'll be good Marines when the time is right. Mihawk doesn't argue with him, just cocks a brow at the elder. They talk about Garp's failures as a parent, an honest talk they weren't expecting to have but a welcome one. When Ace shows Garp his fruit he blinks and sighs and Luffy tells Garp that when he told Mihawk he ran so fast it was really fun.
They take a few photos together when Luffy discovers a snail camera. The others are all very candid shots of his sons or him and one or two of them doing something mundane or Mihawk looking shocked or appalled at one of them, usually Luffy, doing something that only children raised in a jungle can think of. Mihawk took it to his room one night and somehow woke up under a pile of teenagers and took a proto selfie with the poor snail who he later fed a delicious salad as both thanks and penance.
It's his favorite photo though. Sanji has his head on Mihawk's bicep and a leg hooked with his, Ace's head is on Sanji's stomach but his body crosses Mihawk's legs and Luffy has his head tucked under Mihawk's chin and is somehow on all three of them. Mihawk does not understand how a sixteen, fifteen, and thirteen year old can all weigh that much but Mihawk is raising two Ds who were in a jungle and a kid who wants to be a cook and will feed them pretty much whenever they ask.
Zoro and Perona finding out during their stay on Kuraigana. Perona yelling that the rubber jerk is his kid and Zoro asking how the fuck Luffy, the cook, and Ace are his kids when they look nothing alike. Mihawk watching them have meltdowns over his kids while he drinks wine. Mihawk simply says adoption is a wonderful thing which makes Perona and Zoro scream.
#black leg sanji#monkey d. luffy#roronoa zoro#portgas d ace#vinsmoke sanji#dracule mihawk#hawkeye mihawk#straw hat luffy#fire fist ace#golden!asl+s#golden!sanji#golden!luffy#golden!ace#single dad!mihawk
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The human remains discovered at Jebel Sahaba, (a southern Egyptian site associated with the 15,000-year-old Qadan culture) had a cranial match to the Ashanti people of West Africa - as seen in this study below.
Why do the Ashanti people still dress this way?
Lets try and connect the dots here.
The Qadan culture is over 14,000 years old.
The human remains found in the Jebel Sahaba site (associated with the Qadan culture) showed cranial affinities to modern West Africans
Modern West Africans are STILL displaying cultural affinities to the Egyptian Pharaonic culture (which is merely a chieftainship).
If West Africans are from the prehistoric period associated with Qadan culture, and yet they STILL have the Pharaonic culture, the Pharaonic culture must be over 14,000 years old (seeing that the Qadan culture was also 14,000 years old).
The obvious answer is that the people of the Qadan culture started the Pharaonic culture but were absorbed by other groups carrying West Asian genes.
This invalidates the claim that the ancient Egyptian Pharaonic culture started in 3000 BC.
The Pharaonic culture (which is merely a culture of kingships and chieftainships) already existed throughout the agricultural tribes in Africa. Even the hunter-gatherer and proto agricultural tribes in Papua New Guinea who carry very old haplogroup C, show similar culture of chieftainship deep inside their jungles.
Most likely, in prehistory, these tribes found in the tropics used biodegradable materials to dress their chiefs and kings (as seen in the below image). Such materials can’t be unearthed in archeology if they’re already degraded.
Mainstream academia can only use guesswork. For all we know, those cultures of the tropics could have been around for tens of thousands of years, going back 40,000 years ago. But archeologists can never determine how long they’ve had the culture since all evidence is degraded.
Even now, the Sahara, where farmers once lived, is all but sand. Archeologists have no clue what happened during the periods of the green Sahara since all the evidence is gone.
The obvious answer is that all of these cultures could have existed in the tropics for tens of thousands of years. Mainstream academia has a long way to go when it comes to studying the history of the tropics. They have based all their studies in regions of the world with moderate climate. All they can tell us so far is a history that goes back to 11,000 BC, of which they always focus on the Middle East.
The culture and traditions of the tropics only arrived in Europe after a group of nomadic West Eurasians (linked to the ancestors of Berbers) migrated south at the end of the ice age and absorbed the tribes of the tropics who were crop cultivators and horticulturalists. The absorption created a mixed population similar to Ethiopians, who carried the E1b1b haplogroup into Europe and took the new culture and cultivation techniques back into Europe, which was later spread by the Anatolians.
The migrants also carried a new set of genes with an African MtDNA, as in the below.
#ashanti#african#africans#kemetic dreams#euraasians#sahara#western asia#north africa#north african#nile valley#hopi
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Pulptober 2024 Day 7: The Phantom/Beyond Their Homeland
This one's for characters who were created in one country, but are primarily associated with another.
The Phantom was created in America, a proto-superhero, but hailing from the fictitious country of Bangalla, originally somewhere near India. For reasons, it was subsequently established to be somewhere in Central Africa.
HIs concept has become...uncomfortable...over the decades. A white dude who pretends to be immortal by passing a nearly identical costume on to his children to fool the superstitious natives, who worship him like a god? Ow. This is why most treatments of the character just avoid ever talking about that issue.
I've reviewed a couple of things with him in it, including a collected volume of the early comic strip.
The strip is still running, by the way.
And then there's this Dynamite Comics miniseries where the current heir to the Phantom legacy retired and married a native woman, only to have tragedy strike.
The jungle drums speak! The Ghost Who Walks shall live forever!
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I've read your treasure seekers rambles and ngl your thoughts on Luke as a villain makes me kinda curious on your opinions on most of the villains in the series as a whole :O
Most of the villains (the older ones, I'd say) are really good. Madame Hu is intimidating and probably a mommy people simp for (also the closest to being a proto!Luke), Mortimer MacCardigan is a properly self-centered dick to root against, Dunya is actually kinda terrifying, the corrupt judges in Dancing Shadows probably hit a bit close to home for the competitive performing artists out there, Sammy Sharkfur is capitalism incarnate-- you get the idea, all of them are really good.
The newer books do vary in quality, and they lean more into domestic-ish travel drama and stuff like that. Which I am fine with, don't get me wrong-- it can be done right, and they are done right (coughs and sips tea loudly at Fiesta in Mexico), but when they aren't they do be boring -m-
And then there are the occasional villains like uh Olaf and Ulfur in Frozen Fiasco, and those guys are hella basic, I'ma be real
They're literally the SKINNIEST TWINKS IN EXISTENCE, WHAT DO YOU MEAN THEY MANAGED TO INCAPACITATE NINE GROWN-ASS ADULTS ALL BY THEMSELVES--
I get they can't use tranqs or guns or anything like that but C'MON A CROWBAR AT LEAST LIKE C'MOOONNN SHOW US A THING WHERE THEY'RE LIKE "If you don't want your friend or the pencil pusher to get hurt, you will cooperate with us" OR SOMETHING THAT JUSTIFIES THEM GETTING YA YEETED INTO A SHED BY THESE T W O T W I N K S
Madagascar Madness was kinda better at it since well, they were in the middle of the jungle and the animal traffickers can wrangle aforementioned exotic animals with perhaps ungodly reaction times/speeds (like lizards/iguanas), sooo at least it's somewhat imaginable and understandable that they'd be able to tie up eight people. They prolly used and abused the lasso tool /j
One notable villain in the newer books is the magician from Venice Masquerade-- that guy was cool, a magnificent bastard who was seven steps ahead until the girls figured out how to anticipate his anticipating. (Kinda. Hoping the misdirection thing Marco did when stumping the magician was just a Scholastic blunder because my god did it sound stupid in the English translation)
Anyway yeah the books do what they do well, but I can't deny that I miss the unabashed evilness of the villains in the old books. We need a little more of a big bad getting up in the girls' business enough for the girls to want to do something about it dammit
It's probably a bit of Scholastic cherrypicking the books to publish because like, we do have like, about 19-ish Thea Stilton books that haven't been translated to English, maybe one of them had a big bad we can root against -m-
But I dunno, we wouldn't know
Because they haven't been translated to English -m-
#geronimo stilton#thea stilton#thea sisters#questions with e#there're less italian main books that haven't been translated than i thought#but there are some ones i'm very curious about#like there's this book called la leggenda del giardino cinese#“legend of the chinese garden” in english#and it has violet's birthday and an adventure in her hometown hangzhou like WAAAGGHHH#paws at the door#scratches#screams#LEMME IIIIIINNNNN#THERE'S THIS ONE BOOK TAKING PLACE IN ARGENTINA TOO AND IT'S ABOUT A FAMILY TREASURE AND MAAAANNN#I WANNA SEEEEE
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Heist Movies and the Hays Code
The other night, some friends and I watched the incredible Star Trek: Deep Space Nine episode "Badda Bing, Badda Bang", which is a loving pastiche of the heist film. As we were watching, we all noticed how old the actor playing the character of Mr. Zeemo was and I knew there had to be an Easter egg reason for it. After looking him up, I realized he was Marc Lawrence, who appeared in The Asphalt Jungle (1950), largely considered to be the first true heist film (though there are a couple from the 40s, that I've also seen, that are sort of proto-heists).
I decided to watch Asphalt this weekend, since I'd never seen it and it'd been sitting in my queue for ages. It was fine, definitely a first pancake situation, but now I can't stop thinking about the evolution of the heist film and the way the Hays Code shaped its early days and how it was allowed to shift and evolved after the code was lifted.
The earliest heist films were made under the Code. And not only under the Code, but at the Code's peak in the late '40s/early '50s. You watch these movies and you know from the very beginning that no one in our gang of misfits is going to succeed. The rules of the Code and its insistence that crime and depravity and bad morals can't pay means all of them will either be dead or in jail by the time the closing credits role. It doesn't matter how much we love our protagonists, it doesn't matter what their motivations are for participating in the heist, they are criminals and they must pay. They'll never see a dime of their money and all their efforts will be in vain.
Contrast this with the modern heist movie: the lovable rogues always beat the house. George Clooney and Brad Pitt and their buddies walk away with their millions. Sisko and his crew trick Frankie Eyes and save Vic's. Jason Statham in every Jason Statham movie gets his cash and lives to steal another day.
A lot of what I've read about the evolution of the heist movie and the role the Code plays in it focuses on the fact that once the code was lifted, these movies became more violent and graphic and leaned hard into that. And I'm sure that's true, but that was true of all movies. The 70s and the 80s in particular really exemplify the shock value of violence and sex in a post-Code Hollywood. But nothing I've seen talks about how the dissolution of the Code changed how audiences are allowed to see the thieves in a heist movie. Without the draconian constraints of the Code, we're allowed to root for the thieves, to be on their side, and to see them "win" in the end and make off with their bounty.
Even in the rare modern heist where the hero protagonist doesn't win—he (because it's almost always a he) doesn't get the money or he does get caught and goes to jail—it's always inferred that this is just a temporary setback. Next time, he'll be smarter and better and he'll win. He's alive and prison is just a small blip on the timeline, he'll be back (probably in 17 sequels) and the next time he'll do the job to beat all jobs. Heist movies of the Code era rarely see the thieves end the movie alive and when they do, they're behind bars with no hope of release or escape. The message that crime doesn't pay is never in question.
Yes, violence and sex have become more prevalent in heist movies in the post-Code era, but I think the greatest change the freedom of production without the Code brought to heist movies is that now, the house can lose.
#heist movies#the hays code#classic hollywood#i've been thinking about heist movies for a while now ok#love a heist#but yeah#watch asphalt jungle#and then go watch ocean's 11 (2011)#it's wild how much everything about a movie's tone changes when you can know that the thieves might win#then again#that's one of the things i love about noir#i know within 10 minutes how the movie is going to end#because “bad” people can't have a happy ending#so i can focus on the story and the acting and the emotional beats#rather than watching for a twist#or wondering will they won't they#it's similar to why i love reading romance#i know the ending#and so i can just enjoy how we get there
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LOL. Anon, being proto-horny for the hypnosis snake from The Jungle Book is among the most cliched childhood kink awakenings a person can have!
And yes, it's very common to have some sort of childhood feelings that you later recontextualize as sexual. It's an inward-facing thing that people don't typically think of as sexual until years later. Between puritan fools who think sexuality should turn on like a faucet at age 18 and abusers who will use any excuse, it's hard to talk about, but it's real.
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I like that Tabu was clearly pitched as “Like Tarzan, but not to the extent that we’ll get sued”, but then Fletcher Hanks just went ahead and made him this weird omnipotent Jungle guy who magically punishes criminals and murderers with his powers (basically a proto-Fantomah, or Stardust the Super Wizard in a loin cloth)
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391st Grand-Batallion (4th Legion); lore supliment
The 391st Grand-Battalion of the Iron Warriors, when not cruising the warp looking to settle their grudge with the Imperium, is based out of the Lishtragen system; a Binary-star system comprised of a red dwarf co-orbiting a sun-like star.
the Lishtragen system, rendered as seen from the Galactic plain, and in a simple view for clarity The system features 7 orbiting planets.
L-I is a barren, rocky world, much like Murcury or Ganymede, to close to the twin stars to be of much use beyond mining for resources.
L-II is an terestrial planet, about 1.25x the size of Terra and the staging ground for the 391st's manpower
L-III is an ocean world, used as a main berth for the 391's void fleet to avoid clogging up the orbit of L-II
L-IV to L-VI are gas giants, used by the Dark Mechanicum as forge worlds
L-VII is a brown dawrf; a proto-star that was flung from a nebula before it had a chance to reach critical mass and captured into the Lishtragen systems orbit, where it now resides on the outer edge. the presence of the brown dwarf has a substantial influence on the stability of the system, forcing the other planets into various elliptical or eccentric orbits, in fact, so sever is this outside pull on the system that planets Lishtragen-IV and Lishtragen VI both cross the orbit of Lishtragen V and back again.
How the system has sustained such eccentric orbits without planets colliding or getting flung off into space is unknown, but the uper echelons of the Grand Batallion theorise that the gods of chaos may have some role to play in orchestrating such organised chaos
Lishtragen-II is where we will focus our attention.
1st drafts of Lishtragen-II displaying climate and factions. Faction labels and locations are subject to change as I develop the lore further.
L-II is the staging ground for the 391st Grand Battalion, the planet's eccentric orbit and the presence of two stars gives it a climate that varies between oven dry and sauna-humid, the pull of the other planets locking the orbit into a rotational period that alligns with the seasons, so that the "summer" side of the planet is a scorching desert, whilst the "winter" side of the planet is invariably hot & humid rainforests and jungles.
the 391st as an entity holds most of the terretory on the summer side of the planet, using the scorched desert terrain and the maintain range known locally as "The Spine" to their advantage to make it as difficult as possible for outside assault their base of operations, known simply as "The Iron Keep".
As for the rest of the planet? The 391st Grand Battalion leaves much of the more hospitible terretory unocupied for a veriety of cults and renegade warbands to stake out their own little terretories and empires in miniature, this ultimately works in the 391st's favour as the varius faactions waring for terretory gives the Iron Warriors a pool of manpower to draw from who are specialised in many forms of warfare.
One notable region besides the Iron Dominion is the Free Terretory of Estadia, a designated neutral zone where all may do trade, seek sanctuary, and hire mercinaries free from the grudges outside its borders. It also sees use as a place for the factions to settle disputes that can't be so easily solved by feat of arms, for which a member of the 391st may preside over disputes and pass judgement. The defacto capital of the planet, at least so-far as the general population are concerned, is Hive City Primus, located in Estadia, a seedy hive rife with crime, slavery, and corruption. What "law enforcement" exists consists of little more than armed thugs drawn from the Grand Battalion's auxilliaries tasked with keeping the violence on the busiest streets to a tolerable minimum
Prepresentative placeholder image, until I have the funds to commision an artist to make artwork for me
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Some say that Miss Fury was the first identifiable female comic book hero in that she adopted the features of the classic costumed crime fighters that followed. She wore a costume and mask, had a secret identity, came from a famous/ well off background and possessed athleticism, fighting prowess and detecting skills, all which helped her to fight crime, often at night. Miss Fury’s real identity was socialite Marla Drake and she was something of a proto-Batgirl with her skin tight costume, mask-and-pointy ears disguise, vigilantism and her propensity for rooftop investigating. Her origins lay in the African jungle when she fashioned her costume from the hide of a “black leopard” which her father had willed her as a curiosity, saying it had belonged to a witch doctor who had claimed it had magic powers. Marla becomes a hero almost accidentally, making her costume as an emergency replacement when another woman wears a similar outfit to hers at a ball. The page above is from her origin story and depicts her capturing the criminal Killer Dawson, again rather spontaneously, after which her interest in secret crime fighting is piqued.
As Miss Fury, Marla takes on Nazi spies, gangsters and assorted criminals attempting to aid the police in capturing hard-to-nail crooks, particularly Marla’s love interest, Detective Dan Carey (despite being engaged to someone else). Engagingly, Marla remained conflicted about her crime-fighting persona, resenting the need for a secret identity, and querying her worth as a crime fighter (quite the opposite of her near-contemporary, Black Cat). Also, as the first of her kind, Miss Fury encountered concern from censorious conservative opinion, who judged her costume too revealing and her antics inappropriate. This may explain her relatively short run of an eight issue series of her own in 1942-43. Nonetheless, the character opened the door to Black Cat, Wonder Woman, Catwoman and a host of other female comic book costumed characters so, in some respects, she is a truly historic figure.
Miss Fury first appeared in a syndicated newspaper comic strip called The Black Fury in April 1941, illustrated by June Tarpe Mills, significantly one of the few women working as an illustrator and scripter in the Golden Age. In November 1941, the strip was retitled Miss Fury. These stories were later collated in the character’s own title. The page featured is from Miss Fury #1 (December 1942).
Source: Marvel Fandom
#women in comics#golden age of comics#miss fury#golden age comic book heroines#strong woman#woman detective#tarpe mills#June Tarpe mills
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Afro Asian native with goblinoid giant kin fae elvish ancestry spellcaster fighter and gunslinger adventurer
Lysander Alphonse Norwood/Luciana Jaqueline Norwood or Kittsak/Kaeo Alin Pramoj: Profile, Record, & Archive:
Name:
Human Name:
High King/High Queen Lysander Alphonse Norwood/Luciana Jaqueline Norwood
Chieftain and Warchief Kittsak/Kaeo Alin Pramoj
Fae Elvish Name:
Eroan/Darshee Loraphine (Light Fae name)
Kherveh/Kaithri Varvic (Dark Fae name)
Goblinoid or Giant Kin Name:
Ozhe Ugor/Noski Ugor the Wrath
Species:
Human
Variant Human: Faerun, Kara-tur, & Maztica (Chondathan, Gurs, Azuposi, Illuskan, Metahel, Netherese, Purang, Nars, Imaskari, Nubari, Calishites, Shaarans, Northlanders, Chultans Nahopaca, Kuong, Nexalan, Wanese, Payit, Tuigan, Raumviran, Vaasan, Rashemi, Shou, Tethyrian, Issacortae, Bedine, Koryoan, Turami, Bawani, & Turami).
Variant human: Arctic, Islander, Subterranean (Deep human), Coastal, Desert, Forest, Jungle, Grassland, Marshland, Jungle, Hill, Mountain, Swamp, Urban, & Sky Kingdoms (ariel nation in the sky held up by anti gravity tech and magic).
Half elf
Elvish Ancestry
Half goblinoid
Goblinoid ancestry
Half giantkin
Giant Kin ancestry
Subrace:
High Orc (Evolved Water Orc), Half Orc (half Gray Orc), White Snow Kijin (Evolved White Ice Oni), Storm Giant, Ancient Ogre (Evolved Elder Ogre), High Troll (Evolved Fire Troll), Half Troll (half Ice Troll), Half Giant (half Cloud Giant), Frost Goliath, & Half Oni (half Red Fire Oni) giant kin ancestry. Blue (Psionic Goblin), Batiri, Hobgoblin, Half Goblin (half Fire Goblin), Kijimuna, Nilbog, Tinker, Urban Goblin, & Space Goblin goblinoid ancestry by their father High King Elric Norwood or Chieftain and Warchief Kehar Sujin Pramoj.
Night Elf, Moon Elf, Half Elf (half Drow), Celestial Elf, Earth Elf, Desert Elf, Crystal Elf, Star Elf, Gray Elf, Void Elf, Ice Elf, Dark Elf, & Space Light Elf Fae ancestry by their father High King Elric Norwood or Chieftain and Warchief Kehar Sujin Pramoj.
High Elven, Cosmic Elf, Wood Elf, Half Elf (half Proto Elf), Urban Elf, Fire Elf, Sea Elf, Wild Elf, Water Elf, Sun Elf, Blood Elf, & Space Dark Elf Fae ancestry by their mother Empress Victoria Delacroix or Sultan Farah Talia Kahn.
Bakemono, Koalinth (Sea Hobgoblin), Norker, Snow Goblin, Swamp Goblin, Tinker Goblin, & Verdan (shifter goblin) goblinoid ancestry, Arctic Orcs, Ash Giant, Aquatic Orcs, Black Orcs, Cave Troll, Cloud Giant, Eldritch Giant, Death Giant, Desert Giant, Firbolg, Fire Giant, Fire Oni, Fire Troll, Fog Giant, Forest Troll, Frost Giant, Gray Orc, Hill Giant, Ice Oni, Ice Troll, Island Giant, Jungle Giant, Jungle Orcs, Lowland Troll, Ogre, Mountain Giant, Mountain Orc, Mountain Troll, Sand Giant, Snow Troll, Stone Giant, Storm Giant, Storm Oni, Swamp Orc, Titan, Tree Troll, Tundra Orc, Verbeeg, Voadkyn (Wood Giant), Water Orc, Water Troll, & Space Giantkin (descended from giantkin who terraformed and colonized the stars) ancestry by their mother Empress Victoria Delacroix or Farah Taliah Kahn.
Fae Arch Fey, Celestial Eladrin, Dryad, Fey Eladrin, Noble Eladrin, Nymph, Fey Touched, Hamadryad, Naiads, Nereids, Nixie, Rusalka, & Yuki-on-na ancestry by their mother Empress Victoria Delacroix or Sultan Farah Talia Kahn.
Magical Human, Indigenous Magical Human, & Homo Magi Hybrid Variant Human. Elvish ancestry. Giantish ancestry. Goblinoid ancestry.
Racial Identity:
Magical Human (poc coded). Homo Magi (white coded). He/she/they are Southeast Asian, East Asian, West Asian, & South Asian coded.
Born to Paramount Chieftain and Warchief Kehar Sujin Pramoj-Kahn or High King Elric Luka Norwood a mixed Asian Native coded father and a Kahn Farah Talia Kahn or Empress Victoria Josephine Delacroix mixed Afro Asian Native coded mother.
If their father was in our world he would identify as an Asian Native who is Southeast Asian Thai, South Asian Nepalese, East Asian Chinese, European Russian, & Yurok Indigenous .
If their mom was in our world she would identify as an Afro Asian Native who’s Black African Libyan, West Asian Iranian, East Asian Mongolian, Berber Indigenous of North Africa, & European French.
Cultural Identity:
Indigenous Magical Human (native coded). In real life he/she/they would be considered an Afro Asian Native.
Insults:
Soft meat, round ears, spoon ears, normie, pink-skin, smoothskin, suckling, monkey, world blight, tree killer, graceless elf, rabbit spawn, milkskin, whore-race, ape spawn, cattle, & round teeth (as a human variant)
Swampskin, tusk face, greenskin, low born, fangless, slime skin, necro breath, pig face, tusker, scrawn born, weak jaw, bastard, runt, warthog, brute, pup, fake giant kin, grunt, weak blood, halfbreed, green blood, cast off, oath broken, forsaken, half a savage, giant kin spawn, impure, sheath-meat, half man, little tooth, half good, polluted blood, short pork, savage, half caste, green ape, & short tusk (as someone with giant-kin ancestry)
Green skin, slime skin, baby orc, gobbo, & trash gnome (as someone with goblinoid ancestry)
Mongrel, half wit, half a brain, half breed, dirty blood, diet fae, civilized elf, half bad, fling kid, muddied, outcast, half caste, elf lite, half ear, traitor baby, half blood, half good, mutt, bastard, not enough. and halfway (as a half fae elf)
Leaf lover, wingless fairy, santa’s helper, flower eater, mushroom dancer, pointy ears, knife ear, faithless, sapling, rot wood, sun lover, branch muncher, berry breeder, tree shaggin pixie, woodland sprite, tree fucker, dew drinker, bark sniffer, ash face, tree thumper, fey mongrel, surface dweller, discount dryad, knife ear, daisy sniffer, sap blood, domesticated fae, fairy wannabe, hippie, dagger head, and leaf licker (as someone with fae dark and light elven ancestry)
Birthday:
November 3rd
Scorpio Tiger
Height:
5’8” Male Goblinoid Form
5’9�� Female Goblinoid Form
5′10” Male form in human variant form.
5’11” Female form in human variant form.
6’1” Male Fae Elvish Form
6’2” Female Fae Elvish form
7’2 to 9’3 ft” Male Giantkin Form
7’3” to 9’5ft Female Giantkin Form
Weight:
180 (For Human Variant Form only)
200 (For Elvish Fae Form)
280 (Hobgoblin Goblinoid Form
380-480 (Giant Kin Orc/Troll/Oni/Goliath form)
Shoe Size:
Goblinoid (Hobgoblin) form: Mens 10
Human form: Mens 11
Fae (Dark or Light Elf) form: Mens 12
Giantkin (High Orc, High Troll, Goliath, Oni, or Ogre) form: Mens 13 to 20
Body Type:
Tone and athletic and somewhat chubby body type (Human variant form)
Lean and slender body type (Elvish Fae Form)
Mixture of body builder body type and strongman physique (giant kin form)
Appearance:
They are highly attractive to other humans, fae, & goblinoid giant kin when in their human form, fae elvish form, & giant kin goblinoid form
Bust, Hip, & Waist Measurements (When in female form):
38C-44H-36W
Hairstyle:
The long, uncut, & bound hair tied in a bun seen in pre colonial East Asian and Southeast Asian society since he/she/they are Afro Asian Native. with silver hair braid beads, gold hair braid beads, & bronze hair braid beads. These braided hair beads come with magical human, homo magi, and indigenous magical human magical runes and symbols. The beads are braided into their hair with the small magical bamboo wood beads. It is also braided with magical bamboo wood beads, ash wood beads, elm wood beads, holly wood, & pine wood beads. The bamboo beads symbolize luck, protection, prosperity, stability and strength. Their hairstyle is tied in a bun with some flyaways.
As an Afro Asian Native they keep their hair tied in dreadlocks, twists, & braids hairstyle. Braided by their parents.
He/she/they later shaved their head to a short haircut after an emotional moment of losing their wands. Wands passed down to them by their parents have been in their family since the first magical users of their ancestors. When it was destroyed in an act of betrayal by a half elf homo magi death knight and fallen paladin. Several cultures connect hair to a higher power, the universe, ancestors. The homo magi half elf white nn coded character Harrison Williams destroying the wands of a bipoc character is a micro and macro aggression act of anti native racism. Siblings and cousins didn’t understand the significance so their elders had to tell them and help them understand the grievance of this act of betrayal by their former friend and rival.
He/she/they now have a clipper cut, crew cut, high and tight, Ivy League, pompadour, or clean shaven hairstyle in masculine male form. It’s tightly coiled. It is a tall or high Afro tapered on the sides. With a low skin fade with a design and locs on top. The design shaved into their low skin fade is an arcane symbol. The locs braided with metal braids and beaded with wooden beads. Some parts of the locs are dyed silver and gold.
Long ponytail that is partly shaved in a punk look. Single or double three strand flat braid. When in female form when transfiguring with magic. Sections of his/her/their hair are adorned and braided with magical bamboo wood beads, ash wood beads, elm wood beads, holly wood, & pine wood beads. Sections of his/her/their hair are braided with bronze, silver, & gold metal braid beads. Beaded and braided by siblings.
They also wear their hair in a bouffant hairstyle. He/she/they structured part of his/her/their loosely knotted or twisted pinned up buns with silver, brass, & gold wire. Sections of his/her/their hair are adorned and braided with magical bamboo wood beads, ash wood beads, elm wood beads, holly wood, & pine wood beads. Sections of his/her/their hair are braided with bronze, silver, & gold metal braid beads. Beaded and braided by cousins.
Queue or double braids as someone Indigenous magical human third gender. Beaded and braided by aunts and uncles.
All of these hairstyles are magically dyed. Parts of their hair glow gold or silver using a glowing magical elixir or potion crafted by an alchemist that bonds to the dna in their hair.
Dad’s hairstyle is a tonsured head and queue of pre colonial East Asian China.
Mom’s hairstyle as an Afro Asian woman of color is twists
Hair color: Jet Black.
Hair texture: Lush and slick
Hair look/state: Shiny and brushed
Eye Color:
Left biological eye. Dark brown almond. With flecks of gold the color of the desert sand and black the color of obsidian in the iris.
Right prosthetic clockwork mechanical and magical glass eye. Eye color that can be red, blue, green, purple, white, yellow, orange, or black because of interchangeable ruby, sapphire, emerald, amethyst, diamond, citrine, or obsidian gemstone crystals that act as eye irises. When using magic the clockwork mechanical magical glass eye glows scarlet, azure, emerald, amethyst, silver, gold, & charcoal.
Eye Sight:
Near-sighted. Myopic. Can’t see far. Wears black magical prescription glasses. Magical modern reading glasses with rectangular shaped lens. These frames had full rims. These glasses were made out of both plastic and metal.
Skin color:
Brown. Terra Cotta. Russet. Sepia. Umber
Depending on human form, fae elvish form, or goblinoid/giant kin form
Father’s skin tone is sepia and terra cotta
Mother’s skin tone is ochre and umber
Younger siblings have ochre, terra cotta, sepia, umber, tawny, & gold skin tones.
Extra:
Their eyes and hair change color when using magical human magic, indigenous magical human magic, and homo magi magic. Their eyes and hair blaze silver, charcoal, amber, emerald, cardinal, or sapphire. The palms of their hands and mouth burn pearl, onyx, gold, jade, ruby, or cobalt. The color they glow depends on what type of magic they are using as a magic user and fighter.
In their human form they have more human features. In their elvish fae form they have more dark and light elvish features. In their goblinoid and giant kin form they have more hobgoblin, orc, goliath, troll, oni, & giant features.
Age: 35 by humanoid standards.
Non-magical humans can live to 200 to 300 years thanks to technology. Magical humans like Homo magi, Indigenous magical humans, & magical humans can live up to 500 to even thousands of years thanks to technology and magic.
Tattoos:
His/her/their body is covered in traditional tattoos as a native person of color. His/her/their body from their upper body (of their face, neck, chest, back, & legs) are covered in traditional Indigenous magical human tattoos. His/her/their arms and legs are covered in traditional magical human tattoos. The traditional magical human and traditional Indigenous magical human tattoos blaze ruby, emerald, and cerulean when using magic.
Their chest is covered in East, Southeast, South Asian, & West Asian inspired samurai, dragon, tiger, white lotus flower, oni, & mythical bird tattoos.
Their back is covered in modern magical steampunk tattoos. These are tattoos of a Victorian noble lady woman of color wearing a suit, goggles, and a top hat. She is wielding a rapier and a quadruple barrel flintlock pistol. This tattoo is of their Afro Asian native ancestor on their mothers side. She is in front of a background of roses, cogs, gears, springs, pocket watches, screws, clocks, etc. She wears a top hat so her hairstyle under the top hat is an afro puff ponytail coming out from the side.
They are both rebelling and conforming to magical human and indigenous magical human tradition. They are rebelling and evolving. They are learning about themselves in their new environments and adjusting to changes and challenges in non native society of the Homo magi.
Hands are covered in Homo magi magical tattoos. These tattoos glow amethyst when using magic.
Markings:
Arms and legs are covered in West Asian and South Asian Henna magical body markings. The edges around the markings radiate silver, obsidian, and gold when using magic. These markings only exist when they are transfigured into their female form using magic though. They don't exist when he/she/they are in their male form.
Scars:
They have a blue magical scar that goes from the top of their face on their left forehead all the way to the bottom of their left cheek. The scar goes through their left eyebrow. They were blinded in one eye by disfigurement early on in their life as a magical military officer. They later had this eye replaced with a prosthetic mechanical clockwork and magical glass eye. They cover this prosthetic eye with a black eyepatch.
Motor skill:
Cross dominance. They shoot rifles with their right hand. They eat with their right hand. They draw, paint, & write with their left hand. They pitch with their left hand. They use a baseball bat and hit a baseball with their right hand.
Jewelry:
Magical jewelry set.
Pocketwatch. Lets the user control and manipulate time. Lets the user go back in time or forwards in time but only for a few minutes.
Steampunk watch. Silver watch with gold inlays. Gears, screws, knobs, & dials made out of brass, copper, silver, & gold.
Witch Necklace with magical pendant. Amplifier artifact. Gives owner or wearer a titanic boost to whatever powers they already possess or unlocking latent powers. Gold necklace with sapphire gemstone. It is a magical talisman or amulet. A talisman is any object ascribed with religious or spiritual magical powers intended to protect, heal, or harm individuals for whom they are made for. A talisman is an object, typically an inscribed ring or necklace with a crystal gemstone, that is thought to have magic powers and to bring good luck. Talismans are often portable objects carried on someone in a variety of ways. An amulet, also known as a good luck charm, is an object believed to confer protection upon its possessor. Attached to the amulet are wooden talismans carved into the shapes of animals sacred to the magical humans and Indigenous magical humans. Animal figurines are carved out of ash wood, birch wood, cherry wood, elm wood, hazel wood, maple wood, oak wood, pine wood, rose wood, & willow wood. Such as wooden talismans of a magical cave bear, ferret, badger, dire wolf, fox, coyote, eagle, raven, owl, moose, buffalo, deer, fish, lizard, snake, crocodile, elephant, hyena, leopard, lion, ibex, water buffalo, crane, tiger, turtle, stingray, dolphin, shark, whale, & orca. As these are animals sacred to them as an Afro Asian Native. These wooden talisman totems are interchangeable and each totem gives them a specific power and strength. Some give extra strength, flexibility, perception, speed, endurance, constitution, charisma, intelligence, agility, or luck boosts. Also attached to the necklace are trophies from their hunts of and fights with magical beasts, animals, & creatures such as a fire basilisk fang, a chimera claw, a manticore tooth, a juvenile minotaur steer horns, a shard of a black alicorn (evil winged unicorn) horn, an Orochimaru snake fang, a shard of a evil Kirin or Qilin horn, an Egyptian sphinx claw, & a cryogenic ice hydra fang.
Alchemist Necklace with magical amulet. A gold necklace that comes with a red ruby colored philosopher’s stone. Made by legendary alchemist Nicholas Flamel. Stolen from him by a female half elf arcana spy and arcane trickster rogue. She is the reason magic users distrust other magic users. A previous occupation of hers involved copying spells from the spell books of the best magic users and selling them to the highest bidder. Whether it be another wizard or the wizard who owned the spell originally. She was hired to steal a completed philosopher’s stone from the alchemist Nicholas Flamel. She stole it from him while he was working in the capital as a royal alchemist even though he was protected by a squad of gunslingers, fighters, magic users, & paladins. A sorcerer’s stone is a rare magical artifact and substance. Reputed to be able to transmute base metals into precious metals, cure diseases and illnesses, revive dead plants and animals, create flexible or malleable glass, cure toxins and poisons, extend a humanoid’s lifespan on a supernatural level, bring the dead back to life, transmute common crystals into precious gemstones, heal wounds and injuries, create of a homunculus, & even grant immortality. To create one, one needs to know the right alchemical formula, have the required ingredients, & the right preparation.
Mage Bracelet. Power limiter. Item is a power regulator used to restrict his/her/their power level. This item lets him/her/them control his/her/their magic power. When he/she/they were an apprentice of a grand magician and grand sorceress they gave him/her/them this bracelet to help them learn to control his/her/their uncontrolled and dangerous raw magic. In time he/she/they were able to use magic without the power limiter safely. This power limiter was also used in magical training as training with their full power suppressed helped increase their magical power. Gold and palladium metal bracelet with four black tourmaline, shungite, tiger’s eye, apache tears, & hematite gemstone crystals. Gemstones are carved into the shapes of the sun, moon, planets, stars, comets, & other celestial objects.
Sorcerer/Sorceress Rings of power. Silver, gold, steel, & platinum rings with ruby, sapphire, emerald, amethyst, & diamond gemstones on their left hand. Tungsten, palladium, cobalt, & titanium rings with agate, garnet, jade, onyx, & sardonyx gemstones on their right hand. Amplifier artifact that boosts spellcasting abilities. Gives owner or wearer a titanic boost to whatever powers they already possess or unlocking latent powers. Gemstones are carved into the shape of the elements of earth, fire, water, air, storm, wood, nature, stone, & ice. Gives the user super strength. Gives the user heightened defense and durability.
Clan sigit ring. Gold ring with sapphire gemstone. Attached to the ring is a wolf. The wolf is made out of black titanium and silver. The wolf looks like it’s eating the sapphire gemstone. The eyes of the wolf have extra small ruby gemstones. Has inscriptions of the noble and old house of Norwood’s clan motto and the ancient and powerful house of Delacroix’s clan motto.
Piercings:
Warlock Earrings with lapis and peridot gemstones. Amplifier artifact. Gives the owner a small boost to whatever powers they already possess. Helps wearer in unlocking hidden latent powers. Gives the wearer the power of super hearing. Gives the user glamor and illusion based abilities. Comes with fire basilisk fangs. It is beaded. It comes with purple, gold, & black colored beads with a red border. The purple symbolizes royalty. Gold symbolizes riches. Black symbolizes the dark place we must go to to achieve liberation. Red symbolizes the spilling of their blood by non native settler Homo magi. It is a magical human and Indigenous magical human regalia.
Warlock Earrings with obsidian and sardonyx gemstones. Amplifier artifact. Gives the owner a small boost to whatever powers they already possess. Helps wearer in unlocking hidden latent powers. Gives the wearer the power of super hearing. Gives the user glamor and illusion based abilities. Comes with feathers from the West Asian Roc Arabic magical bird and West Asian mythological Persian Iranian Simurgh bird. Feathers are black, brown, gold, & white. It is beaded. It is a magical human and Indigenous magical human regalia.
Six ear piercings on their light Fae Elvish ears that are made out of silver, gold, palladium, & titanium. Three on each side of their ear. On the left ear one tragus ear piercing with ruby gemstone, one helix ear piercing with sapphire gemstone, and one lobe ear piercing with aquamarine gemstone. On the right ear one anti tragus ear piercing with a tiger's eye gemstone, one anti helix ear piercing with moonstone gemstone, and one lobe transversal ear piercing with sugilite gemstone. These earrings act as a magical shield for basic magical attacks.
Ear cuff piercing on their left and right ear. Pierced in the elongated part of their light fae Elvish ears. Piercings made out of bone. Both are black as they are the bones from a magical beast, creature, or monster. Both earrings gave them the ability to see a few minutes into the past and future. Left ear cuff piercing was made out of bone from a cryogenic ice hydra. It was a monster that shot ice breath blasts from its fifty heads. The earring gives the user ice resistance. Right ear cuff bone piercing was made from bone of a fire basilisk. The earring gives the user fire resistance.
Twelve ear piercings when in goblinoid/giant kin form. Twelve ear piercings on their giant kin/goblinoid ears that are made out of gold, silver, palladium, & titanium. Six on each side of their ear. On the left ear one tragus ear piercing with ruby gemstone, one conch ear piercing with agate gemstone, one helix ear piercing with sapphire gemstone, one daith ear piercing with alexandrite gemstone, one snug ear piercing with almandine gemstone, and one lobe ear piercing with aquamarine gemstone. On the right ear one anti tragus ear piercing with a tiger's eye gemstone, one rook ear piercing with amazonite gemstone, one anti helix ear piercing with moonstone gemstone, one rook ear piercing with ametrine gemstone, one forward helix piercing with amber gemstone, and one lobe transversal ear piercing with sugilite gemstone. These earrings act as a magical shield for basic magical attacks.
Human form piercings:
Silver high lobe rings with andalusite and bloodstone gemstone on their left and right ear
Gold barbell piercing with andradite and citrine gemstone on their left and right ear
Diamond helix stud lobe piercings with aquamarine and danburite gemstone on their left and right ear
Titanium helix upper lobe rings with aventurine and diamond gemstone on their left and right ear
Palladium vertical eyebrow piercing spiked barbell with benitoite gemstone on their left eyebrow
Palladium horizontal eyebrow piercing spiked barbell with beryl gemstone on their right eyebrow
Medusa diamond stud piercing with diopside gemstone above their lip
Gold dimple studs with emerald gemstone in their cheeks
Silver spiked labret with hiddenite gemstone on their chin
One palladium septum ring piercing with gemstone that goes through their nose that comes with diamond gemstone. They are allergic to fake gold and fake silver.
Silver barbell bridge piercing with lolite gemstone between their eyes on top of their nose.
A rhino barbell nose ring piercing with opal gemstone on the top of their nose.
Two nose ring piercings with amethyst and pearl gemstones on the left and right side of their nose.
Black Nasallang piercing with jade and jasper gemstone on the left and right side of their nose
Third eye diamond stud piercing with kunzite gemstone on their forehead
Silver barbell piercing with kyanite gemstone in their navel
Gold barbell piercing with labradorite gemstone on their chest
Palladium barbell nipple piercings with lapis lazuli and malachite gemstone
Giant kin piercings:
Two Orcish High Orc tusks that poke out of the bottom of their mouth. These orc tusks are adorned with two silver rings with garnet and onyx gemstones that wrap around their tusks.
Two High Troll tusks that poke out of the top of their mouth. These troll tusks are adorned with two bronze rings with jade and amber gemstones that wrap around their tusks.
Two Hobgoblin goblinoid tusks that poke out of the top of their mouth. These hobgoblin tusks are adorned with two gold rings with quartz and jasper gemstones that wrap around their tusks.
Two Ancient Ogre tusks that poke out of the bottom of their mouth. These ogre tusks are adorned with two copper rings with agate and emerald gemstones that wrap around their tusks.
Two Giant kin Red Fire Oni Kijin horns on forehead. These oni tusks are adorned with titanium ring piercings with rhodonite and zircon gemstones. The top of the horns has a floating orb of fire.
One Giant kin White Ice Oni Kijin horns on forehead. The top of the horn has a floating orb of frost, snow, & ice. It was broken in half in combat with a adamantine spear by a high elf during the Alliance Civil War and was filed down to a horn stub. They had an elder carved arcane symbols and esoteric images into the horn stub.
Two Giant kin Blue Storm Oni Kijin horns on forehead. These oni tusks are adorned with brass rings that are piercings with malachite and alexandrite gemstones. The top of the horns has a floating orb of lightning.
A motorized spinning ball or disc shaves these horns and tusks down so they don’t grow too long and stays manageable and so shapes them in a stylish fashion.
Some elders of their clan, tribe, & nation feel these piercings are off putting, ostentatious, and vulgar. Others were swayed to change their minds on how they felt about it.
Some peers of their clan, tribe, & nation feel that these piercings are unpleasant, pretentious, & tasteless. Some find them fascinating and intimidating. Most try to mask their curiosity.
Features:
When in Goblinoid or Giant Kin Form:
Magically reinforced spine for extra support that can lift objects much stronger than them
Shell like scales on areas where they need more protection like forehead, knuckles, knees, & elbows
Knobby skull structures
Opposable wolflike ears that can focus better on sounds and voices around them.
Sharp and asymmetrical body features.
Stocky, athletic, & heavy set body
Narrow, broad, strong, refined, sharp, smooth, bony, soft, full, piercing, square, jutting, slipped, angular, sloped, prominent, subtle, protruding, & structured facial features
Bodybuilder body type and strongman physique
Deep or bright red, purple, & yellow eyes with metallic flecks in the iris.
Flowing, thick, swept, fluffy, loc’d, & tightly coiled hair.
Grooved, funnel shaped, coiled, & pointed tusks.
Ridged, curved, sharp, & spiraling horns.
Their mouth has four sets of tusks as someone with goblinoid, troll, orc, & ogre ancestry.
Two Orcish High Orc tusks that poke out of the bottom of their mouth. These orc tusks are adorned with silver rings with garnet and onyx gemstones that wrap around their tusks.
Two High Troll tusks that poke out of the top of their mouth. These troll tusks are adorned with bronze rings with jade and amber gemstones that wrap around their tusks.
Two Hobgoblin goblinoid tusks that poke out of the top of their mouth. These hobgoblin tusks are adorned with gold rings with quartz and jasper gemstones that wrap around their tusks.
Two Ancient Ogre tusks that poke out of the bottom of their mouth. These ogre tusks are adorned with copper rings with agate and emerald gemstones that wrap around their tusks.
One Giant kin White Snow Oni Kijin horn on forehead.
Two Giant kin Blue Lightning Oni Kijin horns on forehead. These oni tusks are adorned with brass ring piercings with malachite and alexandrite gemstones.
Two Giant kin Red Fire Oni Kijin horns on forehead. These oni tusks are adorned with brass ring piercings with rhodonite and zircon gemstones.
The bottom of the horns are covered by an elaborate red headband adorned with gemstones. The headband keeps the Afro Asian Native hair out of their face.
Their neck is covered with a blue bandana with a gold metal plate engraved with an arcane symbol engraved on it.
They do not mask these features. This lets them know who fears them and lets them know who their real friends are.
These features are considered intense, cryptic, domineering, enigmatic, striking, fierce, imposing, alluring, regal, vivid, mystical, intricate, & magnificent by their goblinoid and giant kin allies.
When in Fae Elvish Form:
Long purple, silver, or green Dark Fae hair tied in a dutch or french braid.
Braided with metal braids and beaded with wooden beads.
Red, green, blue, or purple Dark Fae Elvish eyes.
Narrow, sharp, full, keen, refined, soft, smooth, bony, craggy, sloped, angular, protruding, subtle, & pronounced facial features
Light Fae Elvish ears.
Upturned Nose.
Androgynous Face.
High Cheekbones.
Enlarged eyes.
Two antennae on forehead. Helps with psionic powers, telepathy, empathy, & resistance against mind control.
Feathery growths around the sides of the face.
Petal flower plant-like growths on arms and shoulders that grow stronger under sunlight, starlight, & moonlight.
Silken and velvety pearlescent skin
Delicate and symmetrical facial features.
Lean and toned body type.
Dark fae elvish form has gunmetal color hair.
Matte black color skin with a sheen to it that looks like car paint.
Deep burnt orange red undertone.
Red hair with brass highlights.
These features are considered meek, delicate, slight, dreamlike, petite, timid, graceful, effervescent, spunky, airy, sparkling, lissom, willowy, vivacious, dainty, elegant, & fine by their light and dark fae elvish allies.
They do not mask these features. This lets them know who fears them and lets them know who their real friends are.
Sex: Male. Assigned male at birth or AMAB
Gender: Nonbinary or Two Spirit
Gender Identity: Bigender or Pangender
Sexual Orientation: Omnisexual, or Polysexual
Pronouns: He him, she her, they them
Religion: Magical human pagan. Polytheistic
Spirituality:
Believer in Indigenous magical human spirituality.
Believer in animism. Belief that nature, animals, plants, & objects have souls.
Languages:
Fluent in reading, writing, & speaking the Indigenous magical human language, magical human language, & Homo Magi language. Fluent in writing, reading, and speaking Common, Undercommon, Goblin, Underdark, Fey, Elvish, Droll, Draenei, Gnomish, Dwarvish, Troll, Sylvan, Orcish, Halfling, & Giantish. They are fluent in these languages because of their Human, Elvish, Giant Kin, & Goblinoid ancestry. They are inarticulate in Deep Speech, Fiendish, Serpent Tongue, Celestial Primordial, & Draconic.
Disabilities:
Autistic as someone with autism
Neurodivergent: ADD or attention deficit disorder, ADHD or attention hyperactive disorder, OCD or obsessive-compulsive disorder
Prosthetic Arm:
Automotive Armored Prosthetic Bionic Arm. They have an automotive armored prosthetic bionic right arm. He/she/they are physically disabled as someone because he/she/they were disfigured in combat during war. He/she/they were disfigured by a magical arcane mithril longsword wielded by an officer of the Homo Magi Empire. At some point in the past he/she/they have lost use and function to a part of himself/herself/themselves. But through study of the arcane and the help of those who have already done so he/she/they have replaced it with an advanced high-end prosthetic bionic replacement. It is a prosthesis that replaces a missing extremity such as an arm or leg. The type of limb used is determined by the extent of amputation or loss of the missing extremity and the location of the missing extremity. Artificial limbs are needed for a variety of reasons where a body part is either missing from the body or a body part is too damaged to be repaired. It was built for them by an engineer, an inventor, a mechanic, several artificers of differing subclasses and backgrounds, & several highly skilled magic users (such as a mage, alchemist, sorcerer, witch, & warlock). It was installed on their body through a team of highly trained surgeons and doctors. Having artificial prosthetic limbs comes with a number of complications. Some of which are minor inconveniences while others can be dangerous if ignored. Due to the constant risk of damage and mechanical failures the mechanical prosthetics require daily maintenance and repair. It is maintained and repaired regularly by a team of mechanics and artificers. The automotive armored prosthetic bionic arm is highly upgradable and highly customizable. The prosthetic is linked directly to the nervous system taking electrical pulses from nerves to regulate the many electrical motors and actuators inside the prosthetic bionic arm. It can be moved at will like a natural appendage. This augment functions as if it were the normal body part. These constructs are designed to replace lost limbs if magical healing is not available or if the user desires to have an improved replacement. The automotive mechanized bionic prosthetic arm has electrical motors, gears, & springs. The bionic arm is made with a full skeletal titanium frame with steel armor plating to protect the wires and intricate machinery inside. The automotive armored prosthetic bionic arm moves using synthetic muscles and fibers. It is a fully articulated prosthetic arm with multiple moving parts capable of manipulating even weapons. Once the prosthetic is attuned to its user it will behave and act as the limb it replaces. It moves according to conscious and unconscious thoughts and commands from its user. This was a prosthetic intended to replace lost limbs and damaged organs. This advanced prosthetic replaced and enhanced the lost limb. The prosthetic bionic arm was painted to look like their real biological arm. First perfected by draenei, gnomes, dwarves, & goblins, the armored automotive prosthetic bionic arms arms are now built by several master artificers, inventors, & engineers. The bionic arm provides an almost perfect semblance of full functionality but is quite expensive. The recovery time it took for the user to recover from the automotive armored prosthetic bionic arm after doctors and surgeons installed on their body took three months. It does not require an external energy source. It has a built-in battery. The automotive armored prosthetic bionic arm is electrical, steam, & gas powered. This prosthetic arm is also powered by small finely cut shining magical ruby, diamond, amethyst, onyx, pearl, malachite, sapphire, jasper, topaz, quartz, & emerald gemstones inserted throughout the bionic arm. The automotive armored prosthetic arm is also a magically enhanced bionic arm. This prosthetic bionic arm is made of steel, gold, silver, electrum, nickel, brass, titanium, platinum, & copper for durability. However, contemporary technological advancements have allowed certain automotive armored prosthetic bionic limbs to be composed of other materials as to be less cumbersome and more durable than steel in abnormal conditions. This prosthetic bionic arm is also made with a weave of chrome, fiberglass, aluminum, & carbon fiber for flexibility. Like wearers of normal prosthetics these users are subject to various aches and pains resulting from drastic changes in barometric pressure. However another drawback to full steel limbs are the adverse effects which occur in extreme conditions such as heat and cold. In extremely high temperatures the metals which conduct and retain heat induce great deals of discomfort to the user. Who must remain with a heated metal object grafted to the skin. In extremely cold temperatures the cold conducting metals cause standard oils to cease functioning as well as expedite frostbite damage to the connecting tissue. This means that the bionic arm is also made of lighter more expensive alloys that is resistant to extreme temperature changes so the armored automotive prosthetic bionic arm no longer suffers the ill effects of certain extreme heat and extreme cold environments. This is a high quality prosthetic bionic replacement that is made to look life-like (at least at first glance). This artificial prosthetic limb is much less bulky than its counterparts. Since its frame more closely follows the contours of an organic biological limb. The exterior and interior of its chassis is lined with precious gemstones, crystals, metals, and complex arcane engravings. Engraved with intricate decorations and animated with magic. A powerful enchantment provides full sensory feedback to its user allowing all sorts of tasks to be accomplished with the limb. It was upgraded with large glowing red, blue, green, gold, silver, & violet bold magical crystals. The bionic arm comes with a built-in sonar to detect nearby enemies and allies. Some of the more creative and talented prosthetics inventors, artificers, & engineers have been known to include all sorts of devices in prosthetic limbs. Some ranging from helpful tools to dangerous weapons. Including some with questionable legality. Some intrepid amputees have even been known to tinker with their limbs on their own time. However you go about it, modifying an artificial limb requires great expertise and tends to be costly. The prosthetic bionic arm was later weaponized and upgraded with mithril, adamantine, etherium, & orichalcum metal for combat situations as a military grade augmentation. This makes the prosthetic arm built with a lot of durability and so would not break easily even with high output performances in combat.
Clockwork and Magical Prosthetic eye:
They have a prosthetic clockwork and magical right eye. The prosthetic magical clockwork metal eye is made out of platinum, brass, silver, gold, & copper. They have a blue magical scar that goes from the top of their face on their left forehead all the way to the bottom of their cheek. The scar goes through their left eyebrow. They were blinded in one eye by accident early on in their life as a magical military officer. However their caretakers managed to craft, buy, or otherwise procure some kind of device that allowed them to see more or less like normal people. He/she/they are physically disabled as someone because he/she/they were disfigured in combat during war. He/she/they were disfigured by a magical arcane adamantite crossbow bolt wielded by a high elf officer who was a ranger of the High Elf military of the Elven Federation. At some point in the past he/she/they have lost use and function to a part of himself/herself/themselves. But through study of the arcane and the help of those who have already done so he/she/they have replaced it with an advanced prosthetic replacement. Without the eye they had decreased depth perception. It was built for them by a gnome, dwarf, & goblin who were tinkerers, inventors, blacksmiths, engineers, & artificers. This mechanical and magical item looks as if a gnome, dwarf, goblin, & draenei attempted to install a watch, a sky pirate spyglass, a pocket watch, & small precious gemstone crystal into the person's eye socket. Since its clockwork technology you can hear the silent whirring of gears when very close to the eye. Losing your eye is fairly easy in a world filled with magic. Gaining back your sight is still possible if you have the brass, copper, silver, platinum, & or gold coin for it. In the biggest cities of the magical kingdoms, homo magi kingdoms, or Indigenous magical human nations you can find merchants of all kinds. However to gain your sight back you must approach only the best gnome, draenei, goblin, or dwarven tinkerers, mechanics, inventors, & artificers in the city. They can install the device in two days. The first day is spent on measurements and creating the components while the second day is spent installing the apparatus. Purchasing a mechanical clockwork and magical eye gains your sight back and much more. These devices not only return your vision but also prevent further eye loss with the diamond hard lenses and metal clockwork. The prosthetic eye lets them be a sniper as a sharpshooter when using a magical carbine or magical rifle. Bizarre irises or unusual pupils mark the individual. It is a magical clockwork prosthetic eye. The metal eye is inlaid with a crystal. The magical crystal iris is hidden behind a glass eye iris made out of four diamond lenses. This artificial eye replaces a real one that was lost or removed. They can see through it as though it were a normal eye. It is adorned by interchangeable gemstone jewel crystals. The crystal can be a blue sapphire, red ruby, green emerald, white pearl, purple amethyst, black obsidian, or gold citrine gemstone crystal that acts as the prosthetic eye’s iris. This lets their left eye color be a variety of colors. This is truly a luxury item for the blind. The clockwork eye has a glowing magical gemstone crystal iris with a rune where the iris is supposed to be. The iris is shaped like the slitted eye of a kitsune nine tailed fox demon or the eye of a hellhound. While the eye is embedded in their eye socket. It can’t be removed by anyone other than them. The clockwork mechanical and magical glass eye upgraded with them as they ranked up as an adventurer. The eye has been customized and upgraded many times now that they are a S rank adventurer.
Their clockwork mechanical and magical glass eye. It is hidden under an esoteric black eyepatch made out of dragonhide leather from an ancient chromatic black dragon with a gold plate engraved with an arcane rune. The eye patch is encrusted with small magical sapphire, ruby, emerald, amethyst, & diamond gemstones. The eye patch blocks unwanted telepathy from telepaths and empaths. The eye patch makes the user invisible for several minutes.The magical eye was upgraded by tieflings, fiend, celestial, aasimar warlocks with arch fae pacts, undying pacts, dark pacts, undead pacts, genie or djinn pacts, celestial pacts, & fiend pacts. The clockwork mechanical and magical glass eye gives them superhuman perception, knowledge, charisma, wisdom, intelligence, & luck. This gives this magical eye and clockwork prosthetic eye many magical and supernatural powers. The crystal is engraved with an arcane symbol. It allows the user to shoot magical optic blasts in the forms of magical beams or lasers from their eyes. It is detachable and can send images and video to its owner while detached functioning as a spy camera. They have the ability to remove one's false, magical, & mechanical eye and use it to view hard-to-see areas during certain situations after placing it somewhere. The eye is not in any way connected to the owner yet it operates just as well as it was. It functions as a magical surveillance drone or spy camera. He/she/they have an arcane magical eye. It gives the user the ability of eidetic memory and memory retention. It can copy anything it perceives. Gives the user near 360 telescopic and binocular vision. It has three blindspots. These blindspots are hard to exploit though. The magical eye lets them mind control other people, but only who look directly into their prosthetic eye, for a few minutes. The arcane eye lets them see through illusions. It lets them hypnotize enemies with illusions but only with direct line of sight. Lets them summon and command low level celestials and infernals such as demons and angels. It lets them summon imps and mustevals as familiars. Allows users to use all elements such as fire, water, storm, rock, & nature as an elementalist. It lets them see in the dark with night vision or heat signatures with heat vision. It lets them see magical signatures. It lets them see invisible creatures. It lets them speed up or slow down their perception of time for a few minutes using the clockwork mechanisms in the prosthetic eye. They can’t time travel using the eye though. It lets them see a few minutes into the future with the power of precognition, clairvoyance, & divination. It protects them from telepathy and telepaths such as mind flayers. It lets them use a penance stare or petrifying gaze on enemies who look directly into the eye for a few minutes. It gives them the superpower of ultimate vision with magic. They can see throughout the electromagnetic spectrum on a supernatural level. Allows users to see through supernatural disguises. Allows users the ability to see through dimensional rifts or interplane disturbances only for a few seconds. Gives the user the ability to use true sight for a few minutes. These powers are because of a magical clockwork entity that used mechanical symbiosis to fuse with the clockwork and magical prosthetic eye. Using these magical powers through the clockwork mechanical and magical glass eye is taxing on their energy, stamina, & endurance so they don’t use it often. This is a masterwork crafted item of hobgoblin, dwarvish, gnomish, & draenei make is of near mythical platinum rarity.
Mental Illnesses: Depression, anxiety, panic attacks, & PTSD or post-traumatic stress disorder.
Relatives:
Parents:
Father: Magical human High King and Indigenous Magical human Chieftain Elric Norwood or Kehar Sujin Pramoj-Kahn
Mother: Magical human and homo magi Empress Victoria Delacroix or Farah Talia Kahn
Siblings:
Younger Sisters:
Paramount Chieftain and Warchief Charlotte Norwood who is a Barbarian and Fighter
Princess Olivia Norwood the Grand Inquisitor of Inquisition and High Elder of the Templar Mage Hunters
Princess Sophia Norwood a Magic User who is Grand Magister of an Arcane Magic Circle and the Parliamentary Leader of the Magical Government
Younger Brothers:
Chieftain and Warchief Mason Norwood who is a Druid and Ranger of a druidic circle
King Levi Norwood a paladin who is High Elder of a Knight and Paladin Order
Aunts/Uncles:
Six aunts and uncles.
Three aunts. Three uncles.
Cousins:
16 cousins.
Children:
Adoptive children:
Huan Niao
Liang Niao
Biological Children:
Liao Lua-Pramoj
Mai Lua-Pramoj
Brai Clearhunter
Mire Clearhunter
Hae Kim-Pramoj Daughter of Afro Asian Chun Hei Kim
Marital Status: Married.
Relationship Model: Polyamorous
Relationships:
Love Interests:
Spouses and Partners:
Magical human and Indigenous magical human Queen Jocelyn Newberry or Jocelyn Vanessa Jimenez Rodriguez who is a fighter and magic user. She is Afro Latine and Afro Caribbean Native coded. In our world she would identify as Afro Latine Honduran, Afro Caribbean Costa Rican, and Boruca Indigenous of Costa Rica. She is a half Draenei.
Chun Hei Kim. An Afro Asian coded character. She is half dragon (Southeast Asian, East Asian and European) and half magical human (Black coded). She is a Half Dragon Fighter
Afro Asian monk Jia Lua.
Female Human Cornelia Upri Nerrelot or Jasmine Chen who is a Rogue, Storm Mage (air, water, & lightning magic), & Gunslinger as an airship pirate captain, smuggler, sea pirate admiral
Homo Magi Empress Gwendolyn Olma
High Elf Empress Cellica Urigwyn is an S rank paladin and cleric
Ashryn Genmaris is a Wood Elf Queen S rank druid and ranger
Liadrel Grandstrider is a Blood Elf Queen S rank multi class magic user
Nysa Swiftmight is a Night Elf Queen S rank Bard
Falesh Doomcaller is a Dark Elf Empress S rank Rouge
Lynrea Richshade is a female Void Elf Queen who is a necromancer
Lethhonel Yeldi is a female Cave Elf
Jhilsara Liaris is a female Mountain Elf
Fayeth Balrora is a female Star Elf
Sorisana Holomyar is a female Moon Elf
Kylantha Raloquinal is a female Sun Elf Witch Eilora.
Reyphyra Finnea is a female Light Elf witch
Lythienne Ravalynn is a female Avariel Winged Elf Witch Female Fire Elf Mage Aila Yllasor
Zniyra Qilee is a female Sea Elf Rogue Sea Pirate
Illsevel Wynydark is a female Water Elf
Aleesia Yllanelis is a female Earth Elf
Maescia Magbanise is a female Air Elf
Darshee Carstina is a female Snow Elf
Eshenesra Leocan is a female Ash Elf
Alais Yinsys is a female Desert Elf
Tialha Sharis is a female Wild Elf
Kilyn Naeharice is a female Proto Elf
Saida Zindi is a female City Elf
Coxaris Alvarara is a female Half Elf S rank summoner and beast master.
Zestari Gregwyn is a female Half Drow
Kaeria Sarmaris is a female space elf. She was displaced to the year 240 of this world (imagine our 1940s) from the year 2450
Sitia a Lightforged Draenei Queen S rank tinkerer and artificer
Alzi is a female Lightforged Draenei Paladin and Cleric
Xarett is a female Man’ari Unshackled Draenei Shaman and Druid
Keilun is a female Man’ari Shackled Draenei Mage and Warlock
Kodreg is a female Hobgoblin (evolved jungle and forest goblin)
Vrec is a female Hobgoblin (evolved gold goblin)
Zel is a female Hobgoblin (evolved fire goblin)
Rhud is a female Hobgoblin (evolved swamp goblin)
Norz is a female Hobgoblin (evolved tinker goblin)
Fiyda a female Hobgoblin (evolved urban goblin) fighter and mage
Shan is a female Orog Underdark Orc
Roz is a female Gray Orc
Aodam is a female Mountain Orc
Daalu Stormfriend female Red Orc
Dura Froststeel a female High Orc Chieftain and Warchief S rank fighter, healer, & barbarian
Shaktila is a female Fire and Magma Troll
Zulkraa is a female Ice and Frost Troll
Tirezi is a female Forest and Tree Troll
Javilla is a female Stone and Mountain Troll
Jaroh Edie a female High Troll Chieftain and Warchief druid and healer.
Elyse Wanderchaser is a female Red Ogress.
Bruzrag Rivereye is a female Blue Storm and Lightning Kijin (Evolved Oni).
Paakko Masterhauler is a female White Frost and Ice Kijin (Evolved Oni)
Mennio Flintmaker female Red Fire and Magma Kijin (Evolved Oni)
Vone Highhand is a female Storm and Lightning Goliath
Levi Bearjumper is a female Air and Cloud Goliath
Thagia Stonekiller is a female Fire and Magma Goliath
Inarra Tribewanderer is a female Ice and Frost Goliath
Pauneo Deerleader is a female Hill and Earth Goliath
Maupeo Swiftstalker a female Behemoth (Evolved Goliath) Chieftain and Warchief S rank monk
Thana is a female Storm and Lightning Giant
Vomnild is a female Fire and Magma Giant
Dalra is a female Ice and Frost Giant
Zistra is a female Earth and Rock Giant
Salaia a female Winged and Feral Tiefling (Bloodline of Asmodeus, Baalzebul, Dispater, Fierna, & Zariel) Rogue and Fighter
Phetari Vosara a female Hellfire and Abyssal Tiefling (Bloodline of Mephistopheles, Glasya, Levistus, Mammon) and Succubi hybrid Warlock and Sorceress
Vinra a female Fallen Aasimar Warlock and Rogue
Illi a female Scourge and Protector Aasimar S rank Cleric and Paladin
Lovers:
Delena is a female Goddess of Logic, Charity, Honor, Mercy, Justice, & Truth
Phutheia is a female Goddess of War, Vengeance, & Glory
Ver'gan is a female Demon Queen, Devil General, & Demon Lord
Yoalyn Bronzebrook a female lightfoot halfling
Anjen Autumnsun a female ghostwise halfling
Heidol Zenna a female Dullahan Fallen Paladin
Quart a female Humanoid Slimefolk Poring
Najiyya Azzam is a female Fire and Magma Djinn
Anbara Kalil is a female Water and Ice Djinn
Ruqayya Shaban is a female Earth and Mineral Djinn
Naafoora Yusuf is a female Air and Lightning Djinn
Terra a female Earth and Mineral Genasi S rank Barbarian and Fighter
Incinerate a female Fire and Magma Genasi S rank Artificer and Fighter
Tsunami a female Water and Ice Genasi S rank Cleric and Druid
Atmosphere a female Air and Lightning Genasi S rank Fighter and Ranger
Gidna Fierceclaw a female Royal Leonin Beastkin S rank Fighter and Paladin
Tralzurh Siltnose a female Riverpaw Gnoll S rank Barbarian and Warlock
Odd luck a female watcher tabaxi S rank Rogue and Monk
Ylva Peterson a female pureblood alpha werewolf
Helga Olafsdottir a female werecat saber toothed Smilodon S rank fighter and barbarian
Nebula Green a female pureblood alpha vampire sunwalker
Sezlyneh Stonehoof a female Alicorn (Winged Unicorn and Pegasi) Centaur S rank Paladin and Cleric
Vofrar Brightleaves a female Reindeer Centaur S rank Ranger and Druid
Zotse Winterseeker a female Mountain Tauren S rank monk and fighter
Naba a female faun Ram Satyr an S rank Druid and Ranger
Yorane a female Firebird Phoenix Harpy Fighter and Rogue
Sheng Coldbranch a female Eagle Aarakocra Artificer and Gunslinger
Akli a female serpentfolk Yuan-ti pureblood Monk and Fighter
Notleshi a female humanoid serpentfolk naga and lamia Bard and Monk
Lyn a female saltwater merfolk mermaid, siren, deep ocean triton, & fresh water nymph hybrid rogue and storm mage
Noelani Kekoa a female wereshark
Degno Emberdust a female Winged Dragonkin Kobold Artificer and Fighter
Rhah a female gator folk lizard folk
Myulthajes Oyassa is a female Black Acid and Poison Chromatic Dragonborn
Clerud Irlynys is a female Blue Storm and Lightning Chromatic Dragonborn
Prilreth Hinmyse is a female Green Plant and Nature Chromatic Dragonborn
Napaashtarran Faenys is a female Red Magma and Fire Chromatic Dragonborn
Nyanxaalik Ophinys is a female White Ice and Frost Chromatic Dragonborn
Cluldan Binys is a female Purple Amethyst Gem Dragonborn
Unxuulaller Daliann is a female White Diamond Gem Dragonborn
Alxecun Sorinn is a female Green Emerald Gem Dragonborn
Aarnid Vyragil is a female Blue Sapphire Gem Dragonborn
Valthel Belgwen is a female Red Ruby Gem Dragonborn
Krinkesh Origwen is a female Brass Metallic Dragonborn
Clulthac Iriecoria is a female Titanium Metallic Dragonborn
Klildrek Welsipatys is a female Bronze Metallic Dragonborn
Kampel Sodrish is a female Copper Metallic Dragonborn
Klimtas Ophicoria is a female Silver Metallic Dragonborn
Praaldraduul Bimeila is a female Gold Metallic Dragonborn
Yastuac Eshhymm is a female Platinum Metallic Dragonborn
Yaxareal Loramyse is a female Iron Metallic Dragonborn
Nyachiashtaad Thasira is a female Tungsten Metallic Dragonborn
Kuaphuduajer Zofsira is a female Zinc Metallic Dragonborn
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