#psionic eldritch light
Explore tagged Tumblr posts
embrace-your-illithid · 2 months ago
Text
Tumblr media
luminous aberrant 🔆🦑✨
165 notes · View notes
vixensdungeon · 1 month ago
Text
Alright, kids, time to explore our first topic on how stuff in D&D has changed and how that affects a setting's history, also known as the Qwerth series because that's the silly name I've decided to give the world. And what is that first topic, decided by you the reader (assuming you answered my polls)? None other than
The Druid
So here's how things are going to work, and will probably work for future topics as well. I'm going to make posts on a reblog chain about each suitably distinct edition of the game (Chainmail will count as part of the original game for this purpose), and then end with a rough setting historical rundown. Sound good? Good. So let's get kicking!
Chainmail
The druid makes no appearence in Chainmail.
Dungeons & Dragons
We first see the druid as a monster in the Greyhawk supplement, and finally as a full class in Eldritch Wizardry. In its first appearence the druid uses both clerical and magical spells (the latter at a lower level), but we won't interpret them as any sort of prototypical mystic theurge. Instead we'll regard it as simply a mechanical contrivance because there's no point making a special spell list for a monster you might encounter in some dungeons. And yeah, they're part of the dungeon encounter tables now. So they don't just stay up in the wilderness!
In their later appearence as a subclass of cleric, they have their own spell list with a bunch of nature-type spells, and several that indeed would be more at home in a magic-user's spellbook than a cleric's (clerics used to have spellbooks in the very beginning). While they seem to lag behind clerics in the area of healing (and in that regard they are indeed weaker), a druid gains the use of magical spells earlier than clerics, and actually get access to cure light wounds at the same level as a result.
Here is introduced also their peculiar system of ranks. A druid starts as an aspirant, before going through several circles of initiation before finally beocming a druid. At this point they become limited in number, with a mere four Druids in existence, two Archdruids, and a singular Great Druid. Those wishing to advance when there are no vacancies must challenge a current holder of a title.
Druids are of a Neutral persuasion, and remain so when the five alignment system is introduced later. They serve not a deity but Nature itself. They cannot possess psionic potential, implying that there is something unnatural about such abilities.
134 notes · View notes
yennefer-of-vengerbergs · 4 months ago
Text
Elven Storm - Chapter 1 - The Nautiloid Crash
Tumblr media
Well, here it is. My attempt at a longfic. Includes a whole lot of HCs, a lot of filling in the blanks, a lot of combined dialogue options and a mixture of all my Syanna runs so far, which I'm hoping will make up a nice canon for her and Astarion.
Series masterlist and general fic information can be found here
Chapter summary: Syanna wakes up on a Nautiloid ship, with no memories of who she is or how she ended up there. All she knows is that she needs to escape and find whoever did this to her. Perhaps she and those she finds along the way can help each other.
Read below or on AO3. Comments are appreciated so please feel free to leave them 💖
Divider from here
Chapter 2 ->
Tumblr media
The pod had opened.
The blood in her head thrummed and pounded.
Who she was, how she found herself amid hellish flames, all of it, obscured by an overwhelming loss of memory.
Everything was hidden to her, apart from a vague notion of her name.
Syanna. 
Whoever that was. 
She wanted, no, needed, the truth about herself, and she would claw it back if it came to it.
She cursed whoever was behind it all; however many they may have been, they would certainly meet her malice once she escaped. 
Kill them. Pave a path made of their corpses. 
She had to admit, killing certainly seemed like a good idea. Perhaps her very first.
Even so, if there was one thing that Syanna knew, it was that staying there would be dangerous. Too dangerous. 
So, first, she would get out of wherever she was. Then, she would find a way to shed light on the dark matter of herself. But before any of that could happen, she would need to arm herself at the very least. 
Magic. She had magic. She could feel it, tempestuous and crackling.
Still, it would have been advantageous to have a weapon as well. Who knew what she would run into on her way out of that wretched place. 
Searching the room she was in, Syanna found a discarded dagger, alongside a shortsword.
Good. She would enjoy using them on whoever was behind this mess.
A little further ahead there was a discarded longbow, alongside a quiver filled with arrows. 
Perfect. Raining arrows on whoever caused this would bring her great satisfaction.
Picking those up and equipping them, she set off, fueled by both her desire to escape, as well as the anger and determination she felt, only stopping occasionally to look through whatever belongings and slates that had been discarded or thrown about, hoping to find something, anything that might give her the smallest hint about herself. 
No such luck. The only information she had found consisted of the histories of the world, of humans, elves, dwarves and many others, even illithid, all of them flashing in her mind as she picked up and examined the eldritch tablets they had been inscribed onto.
The more peculiar discovery however, proved to be a brain, still in its owner’s sawed open skull. A psionic presence from within it spoke to Syanna, beckoning, asking her to save it from that place. 
The body twitched, the exposed brain quivering in expectation as Syanna examined it. 
“Please, before they return…they return.”
Interesting. Perhaps whatever that presence was could shed some light on the situation she found herself in. 
“You sound afraid. Why is that?”
“The enemy. So many enemies.” 
There was a growing anxiety within the presence. It was almost palpable.
“And what enemies are those? Who are they?” 
“Attackers. So many of them. Please. Free Us from this place.”
Useless creature. 
“You do realize that you seem to be past the point of saving, don’t you?”
“Remove Us from this body - from this case free Us. Please!”
Taking a closer look at the exposed brain, she noticed how it was swollen, straining against the shell of the skull. 
All the better to destroy it, to poke it full of holes, much in the same way her own brain was. The mere thought of inflicting the same fate on that creature, of crippling it, delighted Syanna. 
She didn’t know when she had extracted the brain from its skull.
Or when she had started to dig her fingers into it, effectively lobotomizing it, all with a twisted smile on her face.
What was wrong with her? 
Despite everything, the creature seemed unaware of what had been done to it, even relaxing in her hands. Then, it jumped, landing on the floor, where it had transformed. Long tendrils sprouted, soon followed by four legs, its feet clawed. 
An intellect devourer, Syanna realized. 
It began to speak once more. 
“We are free. Our freedom is ours. Friend!” 
The creature paused, as if listening to something only it could hear. At the same time, Syanna felt something move behind her eye, as if seizing in recognition. 
“We must go to the helm. At the helm we are needed!” 
Suspicion made its way into her thoughts, unsure of what could happen next, or who could have passed that information along to the intellect devourer. It was certainly something that she would need to find out more about. 
“Why? What is happening at the helm?” 
The brain tensed for a moment, but did not reply. It was as if it was querying an unseen advisor, most likely the same individual that had first reached out to it. 
“Do you not hear it? We will not survive here. We are needed to navigate - we are needed to leave this realm.”
Odd. It sounded…worried almost. 
Deciding to play along for the time being, Syanna agreed to follow the creature to the helm, careful to avoid any falling debris from the destroyed side of the ship. From where she was, she could see dragons flying in the distance, preparing to attack. It was clearly too dangerous to linger there any longer, with too many risks and too many unknowns. 
Before she could take another step, Syanna found herself at the wrong end of a sword, a strange woman holding it, threatening her, even calling her an abomination. She had no time to react, as her skin tingled, her head had started to throb, the same movement - no, the same squirming - behind her eye returning, accompanied by visions that rushed past each other.
A dragon’s wing.
A silver sword.
Lae'zel of Crèche K'liir, intent on proving herself to her queen by presenting her a mind flayer head as a trophy.
Her own face, seen through the woman’s eyes. 
Judging by the reaction she had, the woman had experienced something very similar to Syanna. 
“My head. What is this…ngh.” Panting, cursing, she continued. “Tsk’va. You are no thrall.” Pausing to sheathe her sword, she then continued. “Vlaakith blesses me this day! Together we might survive.” The relief was obvious in her voice. 
Syanna raised an eyebrow at the immediate change in her attitude. It was quite apparent that whatever was squirming around her skull was a shared affliction between them. Useful, she supposed.
“What made you think I was a thrall?”
“We carry mind flayer parasites.” Frowning, she then continued to explain. “Unless we escape - unless we are cleansed - our bodies and minds will be tainted and twisted. Within days, we will be ghaik. Mind flayers.”
No. Surely not. 
It was Syanna’s turn to curse and mutter to herself. 
“As if everything else wasn’t enough, now I find out I’ll be turning into a mind flayer?” Syanna had begun pacing. “There has to be something we can do.” Stopping for a moment, she looked at the other woman. “Do you have any suggestions?” She certainly seemed knowledgeable of the situation they were both in, perhaps she knew of a concrete solution as well?
Pointing to something in front of them, the woman began speaking, determined and confident. 
“First, we exterminate the imps. Then we find the helm and take control of the ship.” 
She then lowered her voice, briefly looking at the intellect devourer. 
“As for that thing, it will remain tame as long as it believes we are thralls. It may be of use in the fight to come.”
A very practical approach, if Syanna had ever seen one.
Tumblr media
Between the two of them and the intellect devourer, the imps posed little challenge, what with Syanna’s spells making short work of them, alongside the other woman’s prowess with her sword. The intellect devourer also proved useful, its claw attacks damaging their enemies effortlessly. 
Once the fighting was done, the trio continued making their way further into the ship, finding another chamber, where more kidnapped people had been taken, one - another woman - still in a pod further back, struggling to get free, pounding against it with her fists, shouting for help. In the middle, there was a console, along with other prisoners laying down, who, as far as Syanna could tell, seemed completely unaware of their presence.
The trapped woman turned her attention towards them.
“You! Get me out of this damn thing!”
Syanna walked towards the pod, ignoring Lae’zel’s protests of not having time for stragglers. In her mind, it would certainly have been beneficial to have another ally on their side, at the very least for the time being.
As she approached the pod, Syanna could feel the magic of the warding runes that were sealing it shut, drawing energy from the apparently dormant console that was nearby. It was only after inscribing the glyphs she had sensed from the pod that it hummed to life, the pulsing glow, alongside its organic lines making it appear more as a beating heart and less as a machine. 
Placing her hand on the console in an attempt to open the pod, she felt the parasite in her head squirming once again, a hideous sensation which only brought on more discomfort. As quickly as the sensation came, it then faded, allowing for an entirely new sensation to wash over Syanna.
Connection.
Authority.
Acting on instinct more than anything else, Syanna focused, willing the pod to open. As she did so, she swore she could feel the console processing her command and then yielding to it. 
A shiver ran across her. Across her mind. She felt…sated.
A groan, followed by a thud were what snapped her out of her thoughts. Looking in the direction of the noise, she noticed the woman from the pod on the ground, muttering to herself.
“At last…I thought I was done for. I thought that damn thing was going to be my coffin.” She then looked up at Syanna and got up to her feet. “Thank you.”
Much like before, Syanna’s mind lurched into the other woman’s thoughts, and hers with Syanna’s. She could feel her gratitude, though it was mixed with wariness, caused by her companion being a gith. Then, the sensation was gone, just as quickly.
“You keep dangerous company.” She observed, with a frown.
Syanna simply shrugged.
“It’s what you need in a fight.”
“Fair point. Looks like there’s plenty of fighting ahead.” 
She then proposed that she come with them, as they could watch each others’ backs as they escaped the ship, which is what Syanna had intended from the very start. 
“Very well, let’s get going.” She paused for a moment. “I’m Syanna.”
“Shadowheart. One moment…”
Syanna waited as she went to pick up her own gear, alongside an oddly shaped object.
“Time to go.”
Tumblr media
They had finally reached the helm of the ship, where it seemed that the fighting was at its thickest, cambions and imps fighting mind flayers and intellect devourers. One of the illithids issued a command to them after killing one of the cambions.
“Thrall. Connect the nerves of the transponder. We must escape. Now.”
Lae’zel in particular was disgusted by the being. Even so, she managed to set that aside for the time being - one problem at a time. 
“Do it. We will deal with the ghaik after we escape.” 
Reaching the transponder would certainly prove to be challenging, as there were still plenty of enemies between it and the group. Fighting every single one of them would take too long and there was no guarantee that more would not come to join the fight. No, it was by far more preferable to focus on reaching the transponder as quickly as possible, only stopping to fight if it was absolutely necessary. 
Then, a thought occurred to Syanna - if she could get herself to a more advantageous position, she could cast a spell on herself and simply teleport to the transponder, which would hopefully end things much quicker. 
It could work.
It had to work.
She knew somehow - through instinct, perhaps - that she could do it. She knew the magic needed to do it.
So she moved and sliced her way through, aided by both Shadowheart and Lae’zel, until she reached a better position, her view of the transponder clear. Focusing, she spoke the words of the spell and found herself surrounded by silver mist one moment, and the next she was in front of the ship’s transponder. 
Acting fast, she connected the nerves, though Syanna then worried she was not fast enough.
A dragon had appeared, breathing fire, the flames aimed directly at the transponder. Dodging out of the way, she fell to the ground, managing to avoid the dragon’s flames. 
Then, there was chaos. 
The ship had left whatever hellish realm it had been in, but was too damaged by the dragon attacks to remain in the air much longer. As such, once it had arrived in another realm entirely, it began its fiery descent to the ground. 
Then, Syanna fell. 
Tumblr media
She was not sure how long it had been since the crash. At the very least, she had been unconscious for several hours, as night had turned to day when she finally woke up, finding herself alone on a ravaged beach. 
She still remembered nothing. It was clear that expecting her memories to return once she found herself free of the mind flayer ship had been a mistake. 
Syanna took a deep breath. 
She could not afford to linger any longer. No, she had to find a way to remove the tadpole that was burrowed in her brain, lest her future be as blank as her past. 
The gith woman, Lae’zel, had seemed knowledgeable about their condition and even hinted at knowing a way to rid themselves of the parasite. Although she didn’t know where to find her or how long it would take, it was a promising lead at the very least. Nevermind the fact that it was her only lead.
Best get going.
Getting up to her feet, she scanned her surroundings. The gear she had picked up on the ship was scattered about so she gathered it once more, inspecting it for any damage before re-equipping everything. Satisfied, she set off. 
Moments had passed and Syanna found her attention drawn to the pungent corpse of a mangled fisherman. Ever since she awoke on the ship, her mind had been cold and empty, her only thoughts being those of escape and revenge. But something within herself stirred at the sight of that body, a half smile flittering across her face even. 
Syanna tried to remember something, anything, about why or when she had stood above a corpse like that, but was only greeted by flashes of…dozens? Hundreds? Thousands? All different, all dead and all rotten. She did not understand how or why, but she knew, she felt that something unknown and unspeakable was deep within her. 
It was vile. She knew it was vile and she understood nothing of it. She even began to have doubts about having her memories come back. If whatever glimpses she had seen and felt and thought of were any indication of the kind of person she was before, then perhaps it would have been better to simply start anew. But a part of her wanted to know, wanted to remember. 
She began walking again. 
Not long after, she had found Shadowheart, seemingly unconscious, with no injuries that she could see. Checking for a pulse, Syanna did indeed find that she was alive and shook her awake, which startled the woman.
“...You’re alive. I’m alive. How is this possible?”
Both women got back up on their feet.
“I was hoping you might know that.”
Shadowheart shook her head. 
“I remember the ship, I remember falling…then nothing.”
Syanna nodded.
“I know exactly what you mean.” she looked around briefly before continuing. “You wouldn’t happen to know where we are, would you?”
“No…I don’t recognize this place. But anything is an improvement on where we just came from.”
“You can certainly say that again.”
“Well, we should probably start looking for supplies, shelter, and most of all, a healer. We might have escaped, but we still have these little monsters in our heads.”
Syanna raised an eyebrow at that. 
It could certainly work in her favor though.
“We? You want to stay together then?”
“We need each other, and we both know what’s at stake. I can’t think of better company.” 
Of course, Syanna agreed with her.
“One thing, just before we go.” Shadowheart paused briefly. “I wanted to thank you again, for freeing me. It would have been all too easy for you to run right past my pod, but you didn’t. I’ll remember that.”
Syanna found herself smiling at that. It was…nice, to have someone feel gratitude towards her.
Fool. She’s only a means to an end. And once she stops being useful? Then there is only death.
Syanna winced at the thought.
Tumblr media
Things had certainly taken an interesting turn as the two women continued exploring the area of the crash. 
First, there had been the intellect devourers they had come across, which they had easily defeated, weakened as the creatures were from the crash. 
Then, further ahead, they had found a man calling for help. 
“Hurry, I’ve got one of those brain things cornered.”
Syanna approached, cautiously.
“There, in the grass. You can kill it, can’t you? Like you killed the others?”
She couldn’t help but smile at that, the idea of killing, once more making its way into her mind.
“Easily. Stand back.” 
Moving closer in, she observed the area, looking for signs of the intellect devourer. 
Except, there was no intellect devourer in sight, just a boar, which had run away once it sensed Syanna approaching.
“Oh yes, intellect devourers, so easily confused with–”
She didn’t get to finish her sentence before being grabbed by the man, pulling her down to the ground, a dagger at her throat. 
“Shh, not a sound. Not if you want to keep that darling neck of yours.”
She felt furious. To be caught unaware by someone so easily would not do at all.
“If this is a robbery, you’re off to a bad start, friend.” she spat. 
Shadowheart immediately approached, weapon drawn, a fact which the pale elf had also noticed.
“You - keep your distance. No need for this to get messy.”
“I need her alive - stow that blade, or I’ll show you just how messy things can get.”
“Ah hah, promises, promises. But I have other business, I’m afraid.”
During their exchange, Syanna tried to reach for the dagger, but it was another thing that didn’t escape his notice, his grip immediately tightening on it as he pressed the tip of it to her throat before speaking again.
“Now, I just need information. I saw you on the ship, didn’t I? Nod.”
Syanna nodded. Better to play along until she could catch him off guard. 
Then she’d make him eat that damn knife.
“Splendid. And now you’re going to tell me exactly what you and those tentacled freaks did to me.”
Well, someone certainly had their facts backwards.
“What in the hells are you talking about? They took me prisoner, just like you!”
“Don’t lie to me, I– agh!”
Yet again, Syanna’s mind twisted and lurched, and she found herself looking out of unfamiliar eyes, prowling dark, busy streets. Then light. And fear. 
Then the connection broke and she was once more perfectly aware of the dagger at her throat, though it was no longer pressed as firmly, the man’s grip not as strong as before.
Perfect. 
“What was that? What’s going on?” 
Without hesitation, Syanna whispered a cantrip to try and burn his hand. It was enough of a distraction that allowed her to push him off and to quickly roll away before getting back to her feet. 
“Argh, damn it!” He looked at her, clearly displeased by the quick turn of events. “I saw into your mind. They took you, just the same as me.”
“Glad to see we’re all caught up now.”
“Hmph.” He certainly seemed amused by her. “And to think I was ready to decorate the ground with your innards. Apologies.”
“I can’t say I blame you, seeing as I probably would have done the same thing if I were you. So, apology accepted.” 
A pity, she was so looking forward to seeing his innards on the ground instead.
“Ah, a kindred spirit.” he then continued by introducing himself. “My name’s Astarion. I was in Baldur’s Gate when those beasts snatched me.”
“I’m in quite the state, but I’m Syanna.”
“A pleasure. So, do you know anything about these worms?”
“Yes, unfortunately. They’ll turn us into mind flayers.”
“Turn us into…” Astarion started laughing, bitterly, no amusement behind the sound. “Of course it’ll turn me into a monster. What else did I expect?” 
Then a thought seemed to occur to him. 
“Although…it hasn’t happened yet. If we can find an expert - someone that can control these things - there might still be time.”
That was certainly an…odd way to go about things.
“Control them? We need to get rid of them.”
 Astarion shrugged, nonchalant. 
“Well yes, of course. But first things first…”
Syanna couldn’t help but feel that he was expecting something.
Interesting.
“You should probably travel with me then. Our odds would be better that way.”
“You know, I was ready to go at this alone, but maybe sticking with the herd isn’t such a bad idea. And you seem like a useful person to know.” 
Bowing ever so slightly, he then continued. “Alright then. I accept. Lead on.”
Syanna found herself smiling at that, pleased at the outcome. Having other crash survivors joining her so willingly would be advantageous, for many reasons. 
As for Astarion? 
He would certainly make a perfect, pretty corpse.
16 notes · View notes
ghostrecall · 3 months ago
Text
Tumblr media
Vex Hetz Sunburst met a rather gruesome fate in being slashed by a dragon, accidently thrown off of a cliff by Mogrin and then the eldritch horror trapped inside her finally ripped it's way out of her corpse. Humans have no afterlife and oblivion awaited her soul, from a lifetime of imprinting, her memories persist in an abberant mind.
It wouldn't be so bad if she didn't remember things she shouldn't, like how her ruined body had tried to crawl back to them, to her party, to her friends, her new family. Vex wishes they understood why she could not allow the wyrmlings to live, she wished she could explain herself and the danger they were in. In the end, she could only tell Dougless how cold his blade was when it pierced her exposed heart.
It's oddly lonely here, dark. Not much light, she has to make her own. It's cold... she wishes she could make fire. She wishes that she hadn't listened to Mogrin, she wishes that she had just taken the egg when she had the chance. She would have use that power to protect them, right? No... no those were Viktor's lies... his corruption of her mind... well Viktor was just that, a piece of her, an imaginary friend she created and bestowed godhood to.. a response to trauma... just a response to childhood trauma...
It sure is quiet, she wished Viktor was here. At least even with his "I told you so" attiude would make her feel less lonely. He wasn't wrong, despite everything she did for them, they got her killed. She bent the fabric of time for Dougless, to bring him back moments before his untimely death. Mogrin was only after the dragon's patreonship, he didn't even stand beside her when they confronted the dragon...
No, he came... the clumsy fool turned to an aspect of the wind and knocked her from the dragon's grasp. It's not his fault that she fell... her neck hurts... her bones... they feel scattered... why is everything so light... where is she again?
Right, she is where she belongs... nowhere... or maybe somewhere... ah... she can't even hold herself together... just a bundle of psionic feedback that still thinks she has reason to exist.
Her magic fails... human again... not quite able to bend this place... or flee it either... she tries again... and again... and again... she wants to scream... she doesn't have a voice anymore...
She curls up, closing socketless eyes. She remembers a time when her dad brought her home... after the cult... after all the lies, the torture and the magics... a day she named herself in a way... or well just part of the ritual chants the people in hoods and bird mask used to say... "Vex Hetz" was the only part she would remember until she would passout from the pain... it was the time she first let him comfort her, his cape over her shoulders... it was soft and fluffy... it was warm... the closest thing to an embrace she had ever recieved. Or at least remembered...
She opens her eyes... still nowhere... she sighs... there is no ground here... nothing to grab... nothing to hold... it is cold again... she stretches out to see herself... not much left of me... she holds her broken body tracing over the tattoos... only two from her childhood were the the chest and back... she could finally see the one back there now but... it felt uncomfortable to twist her head back like that... not painful... just... wrong... although what is right about this situation... only one seal was broken... not that it matters... her real body was destroyed...
Is she real? Am I... she not I... stop that... no I refuse, where am I? She is looking around, there is nothing here... a blank canvas... I should not be here... can I go back... or have the roles been reversed? Am I now your prisoner...
She waits... and waits for an answer... there is none... she is alone... right? No... there has to be someone else... she can hear them right? Or is that just her? Is she the one narrating herself...
Stop that... you won't trick me... she holds her head... it falls apart... skull shattered on impact... there's a hole on the right side of her face... where Viktor used to live... please just tell me I'm not alone...
There isn't an answer... though there should be one, shouldn't there. No where is completely devoid of life, right? She wishes her friends were here... she wishes she could stand beside them, hug them, hold them... tell them sorry... sorry for...
What? For being a harbringer? I-I have always tried to not... to fight against fate... I just... I'm not evil... I can do good... right? Dad always said I had great potential for good... he's not a liar... I can't let him be a liar...
Damn it, Mogrin... why couldn't you stay out of it... had to be dramatic and show up... and get me killed... just like you did with Dougless... should have seen the repeating pattern... thanks a lot... I guess it's my fault for trusting you! For being gulible enough to think the universe will let me be anything but a harbringer... well joke's on me now! I can't laugh anymore...
...
...
...
Please... I'm sorry... I didn't mean that... sorry... please don't take that personally... I just... I don't know if I would try to embrace you or strangle you... not like I did either often enough... it's so cold here... I'm just angry... no... that isn't the right word...
Heartbroken... well Dougless did certainly destroyed Vex's chance of revival... he had to do it right? I, no she was causing the dragons to go into a frenzy... am I still me... Vex... right... although I guess without a soul... without magic... and without anyone else here... I guess I'm nobody now...
Why does that hurt... oh... that's right... nobody is coming to save me... nobody... nobody is... my eyes sting... I don't have eyes... I can't cry... why can't I cry... please just let me scream... let me sob... I can't just hold this... it hurts... just let me go!
There is no answer... she is floating... she is nowhere and she fears that whatever she was has been forgotten... please let me talk to someone... I know... I... she... we weren't the best... like we were willing to let an entire city be razed to the ground by the dragon... all for the arcane potential lying dormant in that creature's eggs... sure it may have depowered the protective field... it was only a temporary problem... she could have always reverse time again, right?
No... that's wrong... stop... that's why Mogrin had to stop you... Viktor is to blame for that... no... we are, we let ambition and fear rule you... you have to cling onto everything or anyone you find... you can't let them go... you can't lose them like dad... I really miss him...
I really miss everyone... Aera, Korxan, Dougless and even Mogrin... from the amethyest dragon to Dougless's tiefling friend... she... can't remember thier names... please don't tell me that I am fading? Is this really the end? No wait please... I don't want to die... I really don't want to disappear... I can't be forgotten!
She isn't going anywhere... maybe that's somehow worst... she just here now... forever... gods this is... boring... can I do something? I was able to pull Viktor from my mind and embed him into the bones of dieties long past, what is up with this place... my magic doesn't work quite right... my heart... no what is this light from my chest... huh...
4 notes · View notes
thehomelybrewster · 11 months ago
Text
How to Play a Force User in 5e?
One aspect of character building for 5e I enjoy is trying to replicate character archetypes that aren't obviously represented by a single (sub-)class into 5e. And Tulok the Barbrarian hasn't helped matters (check out his channel, it's fun).
Anyway, one of my favorite things is Star Wars and naturally I love Force users, and 5e offers a handful of combinations that work really well for it.
So here are some! Note that with most of them the Telekinetic feat is recommended, and the Telepathic feat also often works well.
Intelligence: Psi Warrior Fighter + Wizard
This one is basically ready-made. You get psionic abilities and you unlock really fun stuff as you level. However, since the Psi Warrior uses Intelligence for their features, that means you'll have an easy time multiclassing into wizard!
Both War Magic and Bladesinging are excellent additions. The former is more generic and synergizes well even with medium or heavy armor, while the latter is generally more powerful, but is often restricted lore-wise and pigeonholes you into wearing light armor only. It also works "best" with Psi Warrior if you take less than six levels in wizard, because at that point Bladesinging gives you Extra Attack and that obviously doesn't work with a fighter's Extra Attack (though you'd still gain the ability to use cantrips within your Attack action).
In general this build is bulky and uses magic for versatility, making an excellent frontline warrior. Also if your GM ain't no fan of the psionic subclasses, then Eldritch Knight is also fine.
Intelligence: Bladesinging Wizard + Samurai Fighter
Yes, another fighter + wizard combo, but one with a different flair. This would really lean into Bladesinging and use Samurai Fighter for its excellent Fighting Spirit feature at 3rd level (and Action Surge at 2nd). With Fighting Spirit you can give yourself advantage on attack rolls and gain temporary hit points, very appropriate in the "letting the Force guide you" sense. After that this build would focus itself entirely on wizard levels. Still, the 7th level Samurai feature Elegant Courtier is excellent, and if you only want to take four or five levels in wizard, or don't a redudant Extra Attack, snatch that up, too.
The levels in Samurai enhace the face archetype that a Jedi as intergalatic peacekeepers embody excellently.
This build is likely squishier than the prior one, but still not that squishy. It really depends on the level mix. Also note that Elegant Courtier works based on Wisdom, so that segues into...
Wisdom: Fey Wanderer Ranger + Samurai Fighter
The Fey Wanderer is the best ranger subclass to get the feel of a Force user for sure. Since it heavily focuses on charming foes and resisting charms yourself, it sells the stalwart moral stance of a Jedi and the classic Jedi mind trick quite well. Otherworldly Glamour makes you an excellent party face, and Wisdom feels the most intuitive among the three mental ability scores for a Jedi to prioritize.
For Samurai, just see the section I wrote for the prior entry, it's just really, really good, and those first three fighter levels are just a wonderful addition to any build that can afford them.
This build is also the best way to emulate a Jedi who is very connected to nature, like Kanan Jarrus or Ezra Bridger, since druid has too specific a fantasy to work with that.
Wisdom: Peace/War Cleric + Fey Wanderer Ranger/Samurai Fighter
The cleric also provides an excellent foundation for a Jedi character, and the War Domain and the Peace Domain especially. Both really fit the ideals of Jedi, the former obviously more of a Clone Wars-era Jedi general (or a Sith), while the latter fits the High Republic-era or the old Expanded Universe restored Order really well. Special shoutouts to War's Channel Divinity: Guided Strike and Peace's Implement of Peace features, those really feel appropriate.
Cleric spells work really nicely as Force abilities, and thus work as a great foundation. Now you can easily add either the Fey Wanderer or the Samurai on top of that to either go deeper into the role of a skilled negotiator or a mighty warrior, all while having a fairly easy time with multiclassing.
Charisma: Aberrant Mind/Divine Soul Socerer + Paladin
The sorcerer represents nicely the inherent nature of Force-sensitivity and both the Aberrant Mind and the Divine Soul fulfill the aspects of mental prowess and a special destiny respectively.
The paladin levels meanwhile enhance your melee capabilities, as well as your spellcasting and healing. Virtually any oath works here. Ancients provides a bit of Kanan Jarrus/Ezra Bridger/Bendu vibes, Conquest and Oathbreaker are very Sith, and the others all work for Jedi in general.
Ingnite your lightsaber with your smites, and you'll have a good time. Plus, as a Charisma-based build, you'll make an excellent face, of course.
Charisma: Great Old One Warlock + Paladin (or maybe Bard?)
We've reached the final one! The obligatory warlock-paladin multiclass. A wonderful combination. Now I'm deliberately excluding the Hexblade due to flavor, but the Great Old One is a wonderful patron for a wannabe Jedi to have. For you that patron are, basically, Medichlorians. You are more attune to them than other people (or so you think?), and thus you gain special psychic powers associated with them.
For the paladin aspect, s. the prior build. All of that also applies here.
Addendum: Even bard might be a nice option to add to the Great Old One. Bardic Inspiration can easily be interpreted as using the Force to subtly move or stabilize your allies during an Athletics or Acrobatics check, or as a minor Jedi mind trick in social situations. College of Valor and College of Swords are very good choices for this multiclass build to enhance your melee capabilities.
Addendum: On Monks
I did consider whether monk would work, maybe with the Fey Wanderer Ranger it'd be okay, and then I'd probably go with Way of Mercy but monk is too weird of a class to work well... But the 2024 rules revision monk might be just the trick for that! We'll see what that looks like. In terms of how short rest-reliant monks are, a warlock-monk build would make sense, but since the Playtest 5 warlock was thoroughly rejected, Wisdom-based warlocks will never happen in this game (until we get a proper 6th edition?)...
8 notes · View notes
endawn · 8 months ago
Text
REFER HERE . act 3 conclusion to his 'personal' quest. sort of. bal reclaiming the rite would involve ascending pax. thereby making PAX a vampire ascendant instead of caz or astar..ion. which, would only deepen mol..ag’s hold on him and bring his body all that closer to becoming a vessel / conduit for bal to cross over into the mortal plane with. not only is the tadcrew saving pax and all those spawn, but the world from another being bent on death and domination. before the crew sets out to deal with caz, there will be a little camp event involving pax where he’ll mention feeling strange but believes it to be the lingering necrotic energy he absorbed while in the shadowlands ( this will be important later ) compounded by being a tad overwhelmed by the hustle & bustle of the city as he has not been in one for some number of years. he can be questioned further and if a perception check is passed, the pc can notice he’s nervous about something. if persuaded, he’ll admit the events at the mausoleum are weighing on his mind. yet, he’ll seem hopeful it is not possible outside of the shadowlands despite the absorption of necrotic energy. if asked if he’s still fit to fight, he’ll assure them he is and it’s really nothing to concern themselves over. if, however, the pc tells him to sit this one out and rest, he’ll agree and say it might be for the best.
if he is brought along, after defeating caz, pax will cry out and fall to the ground as he holds his head. mo..lag wields a form of mind magic: he intrudes upon the minds of mortals as a form of torture. it is an invasive, agonizing experience. by forcing his way into a mortal's mind, he can show them horrific visions. he does this in an attempt to make pax more susceptible to possession; break his will. this together with using his influence over necrotic energies, bal is able to take over the knight's body. if going with the left at camp choice, pax will show up right after defeating caz but not before the crew can pull him out of his coffin. the dawning realization something is wrong with him; his eyes. the light in them is void. there will be little time to react before pax starts attacking the party. a voice not quite his own begins thanking them for returning his rite to him. they will remember it as mol..ag’s when he possessed pax at the thorm mausoleum. the tadcrew can either try to kill pax, knock him out or try to survive 9 turns against him like with hal..sin’s portal.
note: he has the standard vampire powers of being rather resistant to bludgeoning, piercing, and slashing damage and is unaffected or barely harmed by necrotic magics, resistant to cold and lightning, and completely unaffected by psionics and paralysis. in addition to this, they'd have to overcome his regeneration by using holy water, any spells that produce sunlight or deals radiant damage. creating water and having it act as running water would deal acid damage and debuff him slightly. though, he is more resistant to sunlight than standard vampires. he'd be able to manipulate / pull the blood out of an opponent from a distance sparingly, try to dominate them with his gaze, slam, punch, rend, bite, teleport in mist or as a swarm of bats, turn invisible, thrall person or use his skills as an eldritch knight [ gestures vaguely]. action surge, eldritch strike, weapon bond, war magic, shatter, scorching ray, shocking grasp, thunder wave, magic missile, misty step, shield, booming blade ( need to look into him game wise ).
during the entire fight, pax will be trying to resist mol..ag and regain control of his body. he'll occasionally receive a dazed condition and won't attack or will miss them. apologies can be heard as he strains to speak to the party; apologizing for attacking them. he does not wish to hurt them, he's trying to fight. resist. mol..ag will retort by calling him weak or a worm. as pax is addressing his friends, he'll also invoke a divine each round starting with sten..darr preserve me. if the party is able to survive the 9 rounds, it ends with pax invoking akat..osh and then addressing them all by going divines ! purge this foul darkness ! but not before asking his friends for forgiveness ( or directly going forgive me, cor meum. my heart, forgive me. if romanced ). his body is lifted into the air and erupts in a blinding, all consuming light. as quickly as it came, the light will recede and he’ll drop to the floor while smoke wafts from skin. charred and burned , but otherwise seems to be whole. an outcome he did not expect. he believed he would perish when he invoked the divine spirits. leave naught but ash , purging all of mol..ag corrupting presence.
when approaching his body , they can attempt to shake him awake. it will not garner a response. the pc can then decide to do nothing or cut their palm to allow a few drops of blood to fall into his mouth. doing so stirs him to a semiconscious state and heals a few wounds present on his body. propping him up and offering him a wrist to bite will be met with meek reluctance. if they insist, he’ll bite only briefly and abstains further as he does not trust himself not to take too much in his current state. he’ll use what strength it game him to assist them. otherwise, the party has to deal with caz in his coffin by themselves. during the fight with pax, caz was able to recover some of his health but will be much easier to defeat. IF they wake pax up via blood, despite his still injured state and experience with mol..ag, he'll use his vampire lord form to help end caza..dor one final time. collapsing from exhaustion not long after the battle ends and will not wake again until a day has passed. the tadcrew will have to carry his body out of the palace either way. when he wakes, pax thanks them for helping him and laments on his inability to resist. if questioned on the possibility of mol..ag returning, pax will admit he will but not for a long while. for once, he feels....unburdened. that not all is entirely lost, perhaps. maybe there is some hope for him? at least it was a small consolation his gods answered his pleas. while they could not remove the taint entirely, they were able to temporarily banish bal when his power waned from the strain controlling pax placed on his reach & influence in fae..run. if asked about mol..ag reclaiming the rite, an answer will not be given. he is uncertain. regardless, he'll be notably....happier, but attention quickly turns to defeating the elder brain.
ANOTHER THING TO NOTE: if they manage to kill pax, that’s that. he’s permanently removed as a party member. his body turns to ash. mol..ag will not appear in camp to offer pax’s resurrection for a price. withers will be unable to resurrect him. if they defeat ( KO ) but don’t kill, mol..ag will be unable to maintain his possession of pax. he will be too weak to extend his reach pass the watch of the faerunian gods. the prince will slink back to his domain.
3 notes · View notes
rosymourning · 4 months ago
Text
The Custody Battle - a Tav build
“I’ve got a lot on my mind. And, well… in it.”
Various forces are staking their claim on Tav’s soul, who is a Great Old One Warlock with a brain riddled with tadpoles. No weapons are required to shred through a battlefield when you’ve got Illithid powers and Eldritch Blast at the ready.
[check out my other builds!]
Gameplay Notes
At its core, this is an Eldritch Blaster build with as many unlocked Illithid powers as possible. Great Old One’s physic damage resistance and general vibe make for a strong Warlock build to pair with powerful abilities like Cull The Weak, Black Hole, Psionic Overload, etc. — you’ll end up with an arsenal at your disposal. This build assumes you get the Awakened buff from the Zaith'isk in Act 1, so Illithid powers are less costly! Also, it does not itemize towards Reverberation or Radiating Orb, because I think that’s boring and irrelevant to the theming here.
Stats and Leveling
Final build: Level 12 Great Old One Warlock
Tav’s stats: STR 10 / DEX 14 / CON 15 / INT 8 / WIS 10 / CHA 17
Level 1 - Warlock (Great Old One) Level 1
Cantrips: Eldritch Blast, Friends
1st Level Spells [Hex is a classic]
Level 2 - Warlock (Great Old One) Level 2
Eldritch Invocations: Agonising Blast and Repelling Blast
Level 3 - Warlock (Great Old One) Level 3
Pact Boon: Pact of the Chain [mostly just for a lil friend]
2nd Level Spells [Cloud of Daggers is very strong]
Level 4 - Warlock (Great Old One) Level 4
Feat: ASI+ CHA>18, CON>16
Cantrips: add Minor Illusion [I guess]
Level 5 - Warlock (Great Old One) Level 5
Eldritch Invocations: add Mask of Many Faces [weird pick, but fun!]
3rd Level Spells
Level 6 - Warlock (Great Old One) Level 6
Entropic Ward
Level 7 - Warlock (Great Old One) Level 7
Eldritch Invocation: add Armour of Shadows
4th Level Spells
Level 8 - Warlock (Great Old One) Level 8
Feat: ASI+ CHA>20
Level 9 - Warlock (Great Old One) Level 9
Eldritch Invocation: add Whispers of the Grave
5th Level Spells [Dominate Person feels right for this build]
Level 10 - Warlock (Great Old One) Level 10
Thought Shield
Level 11 - Warlock (Great Old One) Level 11
Mystic Arcanum [Eyebite fits the theme]
Level 12 - Warlock (Great Old One) Level 12
Feat: Spell Sniper or Lucky [for funsies]
Eldritch Invocation: add Book of Ancient Secrets
Illithid Powers
Eat as many tadpoles as possible, and be sure to get the Awakened buff from the Zaith'isk in Act 1! In the spirit of transparency, I personally hate using Illithid powers in most playthroughs and tend to ignore them entirely, so I am not the expert here and plenty of other people have done great analyses of which powers to take first, etc. That being said, my favorite Illithid Powers for this build are:
Luck of the Far Realms
Psionic Overload [especially after level 10, when you have Psychic Resistance]
Cull the Weak
Psionic Dominance [Counterspell is really expensive for Warlocks, so use this instead]
Black Hole [so fun]
Mind Blast
Items
Armor - Potent Robe (2 Last Light/Alfira)
Melee Weapon -
Caitiff Staff (3 Devil’s Fee)
Shield of Shielding (3 Stormshore Tabernacle) [if you have racial proficiency in shields]
Ranged Weapon - Bow of the Banshee (2 Grymforge) [why would you ever use a ranged weapon though]
Amulet -
Amulet of Misty Step (1 Goblin Camp) [helpful, but not important]
Fey Semblance Amulet (3 Hag) [offsets Risky Ring]
Helmet - Birthright (3 Sorcerous Sundries)
Ring 1 - Risky Ring (2 Moonrise Towers) [offsets Spellmight Gloves]
Ring 2 - After Death Do Us Part (3 Lady Jannath’s Estate) [this is a bit of a meme pick, but does fit the vibe of the build… so…]
Gloves - Spellmight Gloves (3 Circus)
Boots - Disintegrating Night Walkers (1 Grymforge) [or something random like Mystra’s Grace (1 Arcane Tower) if another party member needs the good boots]
Cloak - Cloak of the Weave (3 Devil’s Fee) [not necessary for the build, just nice to have]
Lore and Flavor
Tav is, of course, a blank slate lore-wise. But that just means we get to write our own! For this build specifically, something about the idea of having a warlock patron and the threat of ceremorphosis looming being flavored as a custody battle for Tav’s soul makes me absolutely enthralled. [somewhat sorry for the pun] Whenever I play this build, I also make sure to sell Tav’s soul to Raphael as well, just for a bit of extra credit. It helps that it’s a super strong build that itemizes well in game, so you never feel underpowered even though it’s prioritizing story.
I picked Great Old One because I didn’t want to step on Wyll’s toes and have another Fiend Warlock, but also because I think the Psychic damage resistance pairs well thematically with the Illithid powers.
[check out my build disclaimer for info about how and why I don't min/max or completely optimize builds, prioritizing lore and vibe instead]
2 notes · View notes
sburbian-sage · 6 months ago
Note
I made myself an amulet based on an eldritch horror podcast I was listening to. It was supposed to let me just kinda Know things, figured it would synergize well with the Seer Of Light I currently am. And it DOES do that, quite well, but I think I managed to get an actual Horrorterror in this thing. How do I get rid of it? Doesn’t seem to want to burn.
>alchemizing anything with anything eldritch >"dude why is this thing corrupted" >" light player "
If you want to get rid of it, ask the White Queen to put it in the Royal Vault, for it is a dangerous artifact. The Royal Vault isn't an actual vault, it's more like a recycling bin, you'll never see it again.
Alternatively, just put it in a box and bury it somewhere. I don't think it'll move or psionically attack the local wildlife, but if it does stick it in the Vault.
4 notes · View notes
mudaship39 · 1 year ago
Text
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 
9 notes · View notes
randomwriteronline · 3 months ago
Text
for the robot setting id still keep it mysterious but not too much. maybe the characters arent aware theyre in a robot, but each location, region or landmark is very clearly to the viewer based on/meant to be some mechanical equivalent to internal organs, nerves, glands, etc, with maybe the brain being at first blocked off from the rest. You could have each major organ act as a cave with its own weird tech flora, fauna, maybe even specific denizens like skakdi, vortixx, okotans... None are automatically evil but each region could have its own main species' minor villain. the main one instead could be a literal virus - both in a biological and computer sense - that got in from the outside and is incomprehensible to the robot's inhabitants, a bit like mnog's eldritch makuta.
the toa could be as rare as early g1 and g2 make them out to be, limited to a few mythical figures and one team, but add some by bringing in some secondary elements - im partial to iron, lightning, plantlife, sonics and light. maybe even psionics. each toa could start off alone in a region unable to solve the current crisis on their own, thus having to get out and meet the others to get help (i.e. the ga toa is needed to drain the lungs, the ta toa is the only one who can lessen the inflammation in the stomach, and nothing will get done in the intestines if the bo toa doesnt handle the flora there first). if you wanted you could keep the matoran-into-toa aspect too and have the matoran be their own mystery: little skittish figures scuttling about in capillary tunnels scattered all over the universe, said to be the messengers of the cosmos' very soul, and yet they havent been heard of since the world has seemingly started to collapse on itself...
(im heavily taking inspiration from this post)
I feel like I've made a post about this before but now I can't find it. But I think a Bionicle G3 should:
A: Not constrain itself to G1 (or G2, but G1 is the one everyone wants) lore and timeline, whether as a continuation or reboot.
B: Hold off on the Toa Mata/Nuva, focus on a different cast (My vote is for the Inika/Mahri) for the most part while building up the Mata through in-universe legends and stories, and then introduce them later.
C: Not just try to recreate the vibes of 01-03 over again like G2 attempted, but also not try to launch right away into the overly complex geopolitics or overambitious grimdark epic of the Ignition Trilogy; but try to capture a little bit of the strengths of each era in a way that doesn't self-conflict. (Mata-Nui aesthetic and sandbox setup, Metru Nui balanced plot/character/world focus and mystery structure, Ignition dramatic elemental locales and higher stakes, (plus a bit of the broader political world on the fringes of the focus area, but again kept within reason) Glatorian/G2 vibrancy and unconventional newness)
D: Find a good balance of mythical and technological. Aknowledge the GSR or equivalent concept early on in some way because it is kinda inextricably fundamental to Bionicle but no longer a secret, but also bring back a return to the more mystical/eldritch vibes of the early years in addition to that.
47 notes · View notes
thewertsearch · 2 years ago
Text
Tumblr media
At the height of your prowess as seagrifts, Marquise Mindfang and Orphaner Dualscar were in alliance an unmatched terror, and in competition, unbridled tempest.
Every troll Vriska killed had a lusus to protect them. 
Had. Past tense.
Eridan is the Orphaner for a reason. 
Tumblr media
She would have the victims of your conquest walk the plank. While you would reap the custodial spoils.
And he doesn’t discriminate, either.
The blood on the left looks like Feferi’s, or Gl’bgolyb’s. Maybe some of those lusi were able to hold the kraken off for a while...
Tumblr media
And while yet another partook not in revelry, but necessity. She had to keep her fed to keep her calm, to keep her terrible voice down.  If she were to raise it above a whisper, trolls would begin dying.
...but, in a way, it’s a good thing they ultimately failed. 
God, it’s like Spidermom all over again, but worse. This thing needs a lot more meat, and the consequences of failing to feed her are much more dire. 
First, the lesser bloods, those more psychically susceptible.
Gl’bgolyb’s an eldritch monster, so she goes directly for your mind, inflicting crushing psychic damage.
All the psionic trolls (sans Vriska) are on the lower end of the hemospectrum, so it seems as if psychic ability correlates to psychic vulnerability. If your brain is good at sending psychic signals, you’re also stuck with a brain that’s good at receiving them.
In light of this, Aradia’s immunity to Vriska is a lot more impressive - and I’d bet a thousand Boondollars that she can’t control Feferi at all. 
If she raised it to a shout, all on the planet would die. Land and sea dwellers alike. And if she were ever to get really upset, she might release THE VAST GLUB, a psychic shockwave that would exterminate every troll in the galaxy.
Feferi has been forced to perform a cold calculus, and weigh countless lives against those of the entire species. No wonder she wants to improve Alternia - I’d be surprised if she wasn’t at least partially motivated by guilt.  
Also - if the Underlings have a version of this ability, then Sgrub is starting to look like a challenge again. 
145 notes · View notes
titleknown · 3 years ago
Photo
Tumblr media
“The human mind, as far as I have experienced it, is like a web. Connections constantly made and re-made, internally and externally, thoughts captured, tangled, in some ways unwravelling its strands.
One must wonder what if another thing could take this web and make it its own, like a parasite spider of the mind, unweaving and weaving it into its own web, for its own prey.
I bring this up because, distressingly, we may now be finding out…”
-Tara Nemo on the nature of Erachnid
----------
Who is this terrifying mental horror? More on them past the break!
One of the most difficult problem-kaiju of this current era, Erachnid; also known as “the Dreamspider” can only partially be classified as a kaiju, more directly, they may also be considered a memetic plague.
Their first appearance; only realized in retrospect, was a series of hauntingly similar nightmares recurring amongst multiple individuals, all of an enormous spider-like entity building a web and devouring what they knew in the dream to be “minds” or “light” which in the dream was supposedly the same thing. Symptomatic also, thought again only in hindsight, was a sense of memories not their own, in hindsight a manifestation of the “web” of victims “bleeding together”.
It was only when the initial victims all ended up comatose, and then the described spider began physically manifesting in the city, were the connections drawn. The spread of the dreams is slow and within a certain wide-scale radius, but beyond that the causes of this plague is unknown.
The creature itself would be bad enough via the production of “webs,” sometimes invisible and used for climbing and simple momentary trapping, sometimes barely visible beyond a distinctive “shimmer” in the air and strong enough to incapacitate even the largest kaiju for significant amount of time despite Erachnid’s own relatively small size.
It would be bad enough due to its ability to produce either a soporiffic or an extremely corrosive venom, or its use of the invisible webs to create a terrifying labyrinth of personal walkways to tangle up its’ opponents or it’s extreme intellectual capacity and utilization these webs in novel ways akin to real-life spiders, such as creating lariats of web and venom akin to the bolas spider or creating shimmering; twitching “decoys” of web akin to certain orb-weavers.
The core problem is, Erachnid can be dismissed through physical force, but that’s all it is, dismissal. They will always come back the next day, and seem not only able to win through attrition but in fact willingly invoking it.
Psychic specialists such as Tara Nemo have been able to infer that it not only manifests by rooting itself in the minds of its victims, but that it will not disappear long-term in its current location until the “web” between every victim is cut. Which is, unfortunately, extremely difficult at this current moment without inducing fatalities or permanent comatose states.
There are, however, a few weaknesses the creature posesses. It is terrified of psychically active and “eldritch” kaiju such as Narat, Yiggy, Rollo & Punch, along with; semi-inexplicably; Zipacky, and de-manfiestations by these kaiju cause significantly longer times between its dismissal and its reappearance.
Another type of kaiju that has a similar effect on it is, of all things, the ants, who appear to be actively and aggressively pursuing the entity. When psychic contact was made to ask, the reasons they gave were simply “PRINCIPLES.”
Pheromones from the kaiju Essant are being experimented on as a means of curing the victims’ comatose condition without the direct (and dangerous) psionic “wire cutting” currently utilized as the main means intervention, though disturbingly as of late Erachnid has actively been making attacks to seemingly disrupt these tests.
In the rare temporary “revivals” of the victims of the dreams, they mention seeing the fights between these kaiju in a sort of “dreaming city,” but not the battles Erachnid has had with any other entities. They talk about feeling “trapped” and how “the lights in the city are going out one by one.” Before they can describe what happens once the lights in the dreaming city all go out, they inevitably fall back into the comatose state. We can only hope we never find out…
----------
So, more or less, I wanted to do something eldritch and scary with this drawing, which I sorta made on a whim. The phrase "dreamspider" came to mind, and I was definitely taking some influences from Junji Ito and; more prominently; the Crackler from Godzilla: The Series.
But, the bigger dumb thing that influenced the broader direction was ultimately; I kid you not; the line "Silly goat, time is a web and Warmbo is the spider!" from Warmbo, the awful little puppet-man from Some More News. Because inspiration is weird like that.
And, as per usual with Kaijune, this horrible nightmare-arachnid is free to use as you see fit under a CC-BY 4.0 license so long as I; Thomas F. Johnson, am credited as their creator!
And, if you wanna support me, maybe check out my Patreon (Tho it's more of a tip jar for now as I transfer to my new dwellings to focus on it), or even just send a Ko-Fi my way! Every penny is appreciated, and I am eternally grateful for those who donate!
Or, if you wanna commission me for a pic like this, my commission info is thisaway!
18 notes · View notes
honourablejester · 3 years ago
Text
Character Concept: Spooky Sorcerer/Warlock Multiclass
Ohhhh. So. I haven’t gotten the book yet, but apparently Fizban’s Treasury of Dragons will have a ghost dragon in it. As in an undead, the ghost of a dead dragon. And that is marrying up in my head with the Undead Warlock, possibly via the mechanism of a cursed hoard/piece of a hoard, and ohhh. Oh I like that idea. Maybe add it to someone who was a little odd and spooky anyway, the kind of person who would end up with a part of a cursed hoard in the first place, and then …
So. In honour of ghost dragons and Halloween, meet Honora Blackwood. Tainted scion of a less-than-salubrious family well known for black market dealings in artefacts, stolen treasures, grave goods, and general haunted objects, who may have picked up a little tiny bit of a curse because of it. But, hey, magic is magic, and a client is a client, even if they happen to be dead:
Character Sheet: Honora Blackwood
Name: Honora Blackwood
Race: Variant Human
Age: 28
Background: Criminal (Fence)
Class/Level: Sorcerer 3 (Aberrant Mind) / Warlock 2 (Undead)
Statistics: Strength 8, Dexterity 14, Constitution 14, Intelligence 10, Wisdom 12, Charisma 16
Hit Points/Hit Dice: 34 HP, 3d6 + 2d8 Hit Dice
Ideal: Anything, everything for the family, darlings. And a little bit for myself as well along the way.
Bond: In the interests of staying alive, relatively unscathed, and perhaps gaining a little bit of power and magic in the process, I need to talk to a dead dragon about a hoard.
Flaw: Oh, greed. Definitely greed. Without a doubt. Neither curses nor morals have ever stopped Blackwood acquisitions before, and they’re not going to start with me.
Proficiencies, Skills & Languages:
Proficiencies: light armour, simple weapons, thieves tools, Charisma & Constitution saving throws
Skills: Arcana, Deception, Perception, Persuasion, Stealth
Languages: Common, Undercommon
Traits, Feats and Background/Class Features: Criminal Contact, Feat: Metamagic Adept (2pts, Subtle Spell, Distant Spell), Spellcasting, Psionic Spells, Telepathic Speech, Font of Magic (3pts), Metamagic (Twinned Spell, Quickened Spell), Pact Magic, Form of Dread, Eldritch Invocations (Devil’s Sight, Agonizing Blast)
Spells:
Cantrips: Mind Sliver, Mage Hand, Minor lllusion, Message, Shape Water, Eldritch Blast, Toll the Dead
Spells: Comprehend Languages, Dissonant Whispers, Feather Fall, Shield, Armour of Agathys, Hex, Protection from Evil & Good, Detect Thoughts, See Invisibility, Misty Step, Phantasmal Force
Spell Slots: 4 1st level (Sorcerer), 2 2nd level (Sorcerer), 2 1st level/short rest (Warlock)
Warlock Patron: Calosaryx, the ghost of a slain adult green dragon (Ghost Dragon)
Description: A slim, straight-backed, pale young woman with green eyes and thick black hair scraped back into a loose bun behind her head. There is something … slightly off about her features, but it’s hard to tell what. There’s something slightly off about her expression, too, but that’s easier to make out. No one should look that quite that cold and ever-so-slightly amused by the world. At least not openly.
History:
The Blackwood family business has always been … less than salubrious. You might call them dealers in antiquities, fine arts, curiosities, but those in certain circles would also call them dealers in curses, hexes, black magic and stolen treasures. Truthfully, there is little enough the Blackwood family hasn’t dealt in at one point or another, though generally speaking they tend to stay away from … live cargo, shall we say. But corpses? Ingredients? Cursed objects? Stolen treasures? Grave goods? All of those and more have passed through the family’s hands and vaults on their way to whatever dark (or light) destinations happen to be paying the most money right now.
As a likely result of generations steeping in the corruption whatever tainted goods come their way, the family bloodline has gotten a little … odd. Children with strange gifts, odd physical features, and worrisome magics have been a fairly common occurrence in recent generations.
Honora Blackwood is no different. A perfect warped example of her line. Her oddness showed young, in some of the aforementioned worrisome magic, and an ability to reach out and speak to other minds. The Blackwoods being the family they are, her gifts were promptly and happily put to use in pursuing the family business. Since her teenage years, Honora has been one of their finest scouts and ‘procurers of oddities’, her talents lending more to the sharper and less administrative ends of the business, something she has always taken a certain amount of pride in.
It comes with a cost, though. Hazards of being a Blackwood. A recent job brought a certain … artefact into her hands. A small, tarnished brass-and-bronze medallion, showing two entwined dragons, tainted green with verdigris. Non-magical, as far as anyone could tell, but just because a thing isn’t magic doesn’t mean it isn’t haunted. When the object came into her possession, for the first time in her life, something touched Honora’s mind. A whispering voice, ancient, beguiling, offering threats and promises both.
Calosaryx. The ghost of a slain dragon, vicious, embittered and sly. The pendant was from her hoard, she whispered. She must have it returned to her. All of it, her entire hoard, but at the very least the pendant. The part of it Honora had touched. Calosaryx knew she had touched it. Every item of that hoard carried her taint. She knew them, each and every piece, and each and every thief. Return it to her, any part of it, and she would grant power. Magic. On her honour. But hold it from her … and the Blackwoods would learn the true meaning of a cursed object. Oh, the dragon promised. On her patience, and her fury.
So. Here Honora is. Taking a … sabbatical, perhaps, from the family business, in order to talk to the ghost of a dragon about a pendant, a hoard, and a curse. Perhaps she might look for a few other pieces of the hoard along the way. Just to offer back full proof of her compliance. And if she should happen to stumble across any other objects or items of value in the process, well, she is still her family’s daughter. No harm multitasking and picking up a few other things as we go. One for the dragon, one for the Blackwoods, and maybe a one or two for Honora herself or even someone else along the way …
15 notes · View notes
mechanicaldelirium · 7 months ago
Text
the edge of reality.
a place where fact and fiction have no meaning– where dreams bleed through the veil.
living, dead. unliving, undead.
past, present, and future all occur simultaneously. where this world, and the next (or was it the previous?) overlap.
thats what she saw. thats the last thing my progenitor, her erupting catalyst, experienced before her light rejoined with the void.
a light so vast it shone even in the darkest depth of space. a psionic force that shook everything.
we saw everything– yet we saw nothing. strange. yet stranger still.
the everychanging spirograph.
a loop, broken. time itself bleeding out of it.
the verdant star, encased in an eldritch seal.
a boundless croak.
what does it all mean? ugh. i'm getting a headache..
ANOTHER VISION. BEEN GETTIN MORE FREQUENT RECENTLY.
THIS ONE WAS WEIRD AS SHIT, THOUGH. USUALLY MY VISIONZ ARE LEIK FUTUREPILLED. SEEIN STUFF YET TO COME.
THIS WAS WAS OF THE PAST. EXPERIENCIN SUM BULLSHIT THRU THE EYEZ OF MY PROGENITOR. IT WAS TRIPPY!!!
2 notes · View notes
nerdythebard · 4 years ago
Text
#8: Adrian 'Alucard' Tepes [Castlevania]
Tumblr media
Surprise!
Told you I can do any fictional character. Feel free to send me your suggestions!
By the time I'm writing this, season 4 of Netflix's Castlevania shall hit our screens in two days. Because of that, I decided to do something special and build the main trio in D&D. We'll start with everybody's bundle of daddy issues - Adrian Fahrenheit Tepes aka Alucard. This half-vampire swordsman uses his charm and nimbleness to overpower his foes.
Next Time: Never tell this woman beer is better than sex with her, my man... see what happens.
Now, let's see what we need to bring Alucard into our D&D game.
Tumblr media
Errr... besides that.
Half-Blood Prince: Alucard is a half-vampire son of Dracula. He's quite an accomplished scholar, orator, and all-around high-class fella. His strength, speed, and intelligence are obviously above that of any mortal, but I'm afraid this is D&D, not anime. We have to balance it out.
Floaty Sword: Alucard's weapon of choice is a longsword he controls telekinetically. We don't see him doing much in terms of magic and spellcasting (besides occasional quick stride akin to teleportation), so we shall focus on this one weapon.
Tough: I mean... my dude fights either shirtless or in a trenchcoat and he still can take more Punchables™ than Mama said. What I mean is, we need some good AC on him.
---
The issue of Alucard's race is pretty much non-existing; he's a half-vampire, there is a half-vampire option in D&D that is about to become official with the upcoming release of Van Richten's Guide to Ravenloft.
Alucard is a Dhampir. We get to pick a +2 and +1 to two different stats of our choice, let's get +2 Dexterity and +1 Constitution. We get both walking AND climbing speed of 35 feet, 60 feet of Darkvision, and we get to speak Common and one other language of our choice. Most importantly, we get Vampiric Bite, which lets us use our teeth as natural weapons. We can add our Constitution modifier to both attack and damage rolls of our fangs, and the bite deals 1d4 piercing damage. If we're below 50% health, we have an advantage on the attack roll. We're not ourselves when we're hungry. If the creature we bite is not a construct or an undead, we can choose one of the following benefits:
regain Hit Points equal to the damage of our bite;
gain a bonus to the next ability check or attack roll we make (bonus equals the damage of our bite)
We can use those bite benefits the number of times equal to our proficiency bonus, and we regain all bites after finishing a long rest.
For Alucard's background, I feel like going with Noble is most fitting. We get proficiency with History and Persuasion, proficiency in one gaming set, we learn one language of our choice, and we gain the Position of Privilege feature; much like Shelter of the Faithful or Military Rank from previous builds, this one grants us ability to secure an audience with a noble, or use our status to gain entrance to more secured locations. Nobody tells the son of Dracula what he can or can't do!
ABILITY SCORES
If you ever seen Alucard, you know he's scoring 18 in every single thing right away. That makes him almost anime protagonist-level of awesome. However, once again, this is D&D. We must be fair and adhere to the rules:
We start with Constitution, as we're pretty difficult to hurt (our only weakness seems to be attractive Japanese hunters). Dexterity is next, it is our primary fighting ability, and we need it to be able to go shirtless into battle. We follow that up with Strength, we are nimble but we can still punch a full-on vampire in the face hard enough to make him feel it.
Intelligence is next, we've had Dracula's entire library to kill time, and we're pretty educated. Wisdom is a bit lower than we need it to be, but we did get outsmarted by two Belmont wannabes. We'll work on that. Unfortunately, we have to dump Charisma.
Tumblr media
H-hey! For my defence, he's been described as a teenager in an adult's body! He is educated and eloquent, but apart from that, his charm comes from how inept and awkward he is... err... it doesn't work, eh?
YOU'LL NEVER TAKE ME ALIVE!
CLASS
Level 1 - Fighter: No big surprise there, we're not a caster or a tank, this is a damage-dealer build. As a Fighter, we get a d10 for our Hit Dice, [10 + Constitution modifier] starting Hit Points, proficiency with light armour, medium armour, heavy armour, shields, simple weapons, and martial weapons. We don't need armour for this build (we've seen Alucard using a shield in S4 trailer), and I think his sword is long and thin enough to count as a rapier. Our saving throws are Strength and Constitution, and we get to pick two class skills: Athletics and Acrobatics seems stereotypical, but they're really useful in this build.
Fighters at 1st level get to pick their Fighting Style, and if you remember Alucard's fight with Trevor, you know we're going with Duelling. This gives us a +2 to damage rolls with our weapon, as long as it's the only one we have in our hands, so we're dropping the shield. We also get Second Wind, letting us heal [1d10 + our Fighter level] once per short or long rest.
Level 2 - Fighter: At this level we get Action Surge, which lets us take one additional Action once per short or long rest.
Level 3 - Fighter: This is the level where we get to pick our subclass, our Martial Archetype. Now, if this build was done earlier, I would've picked Eldritch Knight (as Weapon Bond is especially tempting feature), but thanks once again to Tasha's Cauldron of Everything we have something that fits Alucard much better.
Tumblr media
Alucard is a Psi Warrior. He uses much less magic than Sypha, and his main tactic is to use his sword telekinetically. This subclass has everything we need. We start with Psionic Power, which gives us a [our proficiency bonus x2]d6 of Psionic Energy Dice, which can be used to perform special effects. We regain all Psionic Dice after finishing a long rest, but once per short or long rest we can also regain one dice as a bonus action, which is useful in a pinch. We begin with the following psychic effects:
Protective Field: when a creature within 30 feet of us takes damage, we can spend 1 Psionic Die as a reaction to reduce the damage by [the result + our Intelligence modifier].
Psionic Strike: Once on our turn, when we successfully deal damage to a target within 30 feet of us, we can spend 1 Psionic Die to add extra [the result + our Intelligence modifier] force damage.
Telekinetic Movement: As an action, we can select a loose object that is Large or smaller (or one willing creature other than ourselves), and move it up to 30 feet into an unoccupied space. Alternatively, we can summon a Tiny object directly to or from our hand. Our rapier is definitely not Tiny, but moving it as close as 1 foot and using a free action to pick it up is absolutely possible. Once we use this effect, we have to wait a short or long rest, or use a Psionic Die to use it again.
Level 4 - Fighter: It's time for our first Ability Score Improvement! Instead, however, we will pick a feat. Mobile feat along with a Dexterity-based character is truly a DM's bane. Our walking (and climbing) speed increases by 10 feet; when we use the Dash action, we are not affected by difficult terrain; when we make a melee attack against a creature, we do not provoke attacks of opportunity for the rest of the turn, regardless if we hit our target or not.
Tumblr media
Level 5 - Fighter: At this level we get Extra Attack. During our turn, as we take our Action, we can now attack twice instead of once. Combining that with Action Surge lets us attack four times on our turn.
It is also here that our Psionic Dice increases from d6 into d8.
Level 6 - Fighter: We get another ASI. Let's raise our Wisdom by 2 points. We need it to multiclass later.
Level 7 - Fighter: Our subclass gets upgraded with Telekinetic Adept. We now get two additional effects to pick for our Psionic Dice:
Psi-Powered Leap: As a bonus action, we gain flying speed of [our walking speed x2] feet until the end of our current turn. Once we take this effect, we cannot do it again until we finish a short or long rest, or spend a Psionic Die to do it again.
Telekinetic Thrust: When we use our Psionic Strike, we can force a Strength saving throw on our target (DC: 8 + our proficiency bonus + our Intelligence modifier). On a failed save, we can either knock the target prone, or move them 10 feet in any horizontal direction.
Level 8 - Fighter: Time for another ASI. Once again, we need to raise our Wisdom, but this time only by a single point. We'll put the other point into Strength, and let's get ready to multiclass into...
Level 9 - Monk: We shall now address Alucard's questionable choice of body protection... and by that I mean lack thereof. As a 1st-level Monk, we get Unarmoured Defence; when we're not wearing any armour, our AC equals [10 + our Dexterity modifier + our Wisdom modifier].
We also get our hand-to-hand combat upgraded with Martial Arts, which is going to be useful if we're somehow separated from our sword. While we're unarmed (or wielding monk weapons) and unarmoured (and with no shield), we gain the following benefits:
We can use Dexterity instead of Strength for attack and damage rolls of our unarmed strikes and monk weapons;
We can now roll a d4 for attack and damage rolls of our unarmed strikes (instead of our Strength or Dexterity modifier) and monk weapons;
When we Attack using unarmed strikes or monk weapons, we can spend a bonus action to do additional unarmed strike.
Level 10 - Monk: Halfway through the build, and we're getting access to the Monk's most important resource, the Ki energy. We start with 2 Ki Points, which we can spend to fuel some extra Monk abilities. Right from the start, we know three of those:
Flurry of Blows: Immediately after we Attack, we can spend 1 Ki Point to deal two extra unarmed strikes.
Patient Defence: We can burn 1 Ki Point to take a Dodge action as a bonus action.
Step of the Wind: For 1 Ki Point, we can take a Dash or Disengage action as a bonus action. Our jump distance also doubles for the turn.
Tumblr media
We also get extra speedy here with Unarmoured Movement. While not wearing armour or a shield, our walking speed increases by 10 feet.
Level 11 - Monk: At this level, we shall learn how to Deflect Missiles. Whenever we're hit by a ranged projectile, we can use our reaction to reduce the damage dealt by [1d10 + our Dexterity modifier + our Monk level]. If we manage to reduce the damage to 0, we can catch the projectile with a free hand and, using the same reaction, make a ranged attack (20/60) with the same projectile.
This is also the time to pick our second subclass, our Monastic Tradition. Now, originally I wanted to do Way of the Shadow to get some more of that vampiric sneak, but then I realize it's not exactly what Alucard does. Instead, we'll go Way of the Open Hand, to enhance our unarmed combat. With the Open Hand Technique feature, we gain a boost to our Flurry of Blows. Every time on of our Flurry strikes hits, we can apply one of the following effects:
Target must make a Dexterity saving throw or be knocked prone;
Target must make a Strength saving throw or be pushed up to 15 feet;
Target cannot take reactions until the end of our next turn.
We also get Wholeness of Body to double-down on our vampiric regeneration. Once per long rest, we can use an action to regain Hit Points equal to [our Monk level x3].
It is also at this level that our Psionic Dice get upgraded to a d10.
Level 12 - Fighter: We return to our Jedi Psi Warrior, just in time to get the Indomitable feature. Once per long rest, we can reroll a saving throw we fail, but we must use the new result.
Level 13 - Fighter: Our subclass gets upgraded with Guarded Mind. We are now resistant to psychic damage. Additionally, we can spend a Psionic Die to shake off the charmed or frightened effects if we start our turn under influence of those.
Level 14 - Fighter: Here, our Extra Attack gets improved; now, we can attack three times when taking the Attack action.
Level 15 - Fighter: We get another ASI. Let's raise our Charisma by 2 point, to get rid of the negative modifier.
Level 16 - Fighter: We now get an improvement to our Indomitable feature. We can use it twice per long rest.
Level 17 - Fighter: For another ASI, we shall raise our Dexterity by 2 points.
Level 18 - Fighter: We get the final upgrade for our subclass in this build. By using Bulwark of Force, we can protect ourselves and others. As a bonus action, we can choose a number of creatures within 30 feet that we can see (ourselves included), equal to our Intelligence modifier. The chosen creatures gain the benefit of half-cover for 1 minute, or until we're incapacitated. Once again, we can use it once per long rest, unless we spend a Psionic Die to use it again.
Level 19 - Fighter: For our final ASI we shall raise our Wisdom and Intelligence.
Level 20 - Fighter: Our capstone is Fighter 17. We get three uses of Indomitable per long rest, and two uses of Action Surge, which effectively gives us ability to perform nine attacks on a single target.
---
And that is my take on Alucard from Castlevania. Let's see how he presents himself:
First of all, we're a very speedy boi, with basic speed of 55 feet, with Step of the Wind giving us ability to double that movement. We also have a solid Hit Point base, 181 on average. We can make multiple attacks with Action Surge and Extra Attack, and even if we get disarmed, we can handle ourselves with bare hands.
On the other hand, our Charisma makes those particular saving throws a bit difficult. Same thing with our Intelligence, which modifier fuels some of our subclass abilities. We also have a relatively low AC (16 unarmoured), but we do have several skills attributing to avoiding getting hit (the Mobile feat, Patient Defence, etc.)
---
Anyhoo, that's it for Alucard. Next time, it's everybody's favourite tomboy wizard!
- Nerdy out!
49 notes · View notes
theworldbrewery · 4 years ago
Text
manual monday!
TCoE and the magic of the “Supernatural Regions” tables
This post is focused on Ch. 4, pages 150-163, of Tasha’s Cauldron of Everything.
Okay, folks, I gotta admit, I’m biased as hell on this one. But my party of level 7 adventurers have spent the last 2 sessions in a dungeon affected by the Unraveling Magic Effects table, including a Wild Magic Sorcerer, and so I’ve been using that table to its fullest extent. Recently, that included a combat in which 2 separate zones of reverse gravity opened up, and before that, the gang had to face unknown enemies while in an Antimagic Field.
If this sounds rad as hell, this is certainly the set of rules for you.
TCoE covers seven different varieties of “Supernatural Regions,” a type of Environmental Hazard described as “permeated by a preternatural force in an area.” These varieties are Blessed Radiance, Far Realm, Haunted, Infested, Mirror Zone, Psychic Resonance, and Unraveling Magic. These varieties roughly correspond to different themes, which I’ll get into later.
Per the rulebook, you can make the region cover as much or as little space as you like. Similarly, the DM can set whatever triggers they like for the effects of the region--which is why for my players, using their Bag of Holding or Wild Magic Surges cause a side-effect of Unraveling Magic. That being said, TCoE offers a few examples of triggers so you have an idea of the themes with each region.
The Blessed Radiance region is influenced by the Upper Planes in some way. Generally speaking, the Blessed Radiance table effects benefit the PCs, unless you’re playing in an evil campaign. These effects buff good-aligned characters and debuff fiends, undead, etc. Perhaps most batshit is the highest roll, which grants one character (presumably at random) a single use of Divine Intervention, which auto-succeeds.
The Far Realm region is influenced by the darkness beyond the Outer Planes in D&D cosmology; it’s basically where the most fucked-up creatures are created and dwell. This region’s effects follow a Cthulu-esque, eldritch influence. Buildings whisper, the landscape melts into writhing flesh and mouths, time and distance warps, and eldritch knowledge bends creatures into unwilling vessels. Using this table will guarantee paranoia and unsettling descriptions.
The Haunted region is pretty self-explanatory: something truly horrifying happened here, and the echoes of the past remain to influence the living. Lights weaken; a spirit possesses a weapon, a ghostly cat stalks the party--my personal favorite is that a sleeping creature in the region vanishes and reappears a foot down, under dirt or floorboards, during the night. Use this table when you want some extra eerie flavor without the mindfuckery of the Far Realm.
The Infested region is affected by the presence of insects empowered by magic, eldritch hiveminds, etc., “driv[ing] out all competing life.” Effects include intense buzzing, disease, webbing, and bug-infested equipment. Very likely to give all your players--and perhaps even the DM--the phantom itch of bugs on your skin. Extremely gross and skin-crawling, in my opinion.
The Mirror Zone region occurs “where planar and magical energies converge” and affect mirrors and reflective surfaces. You might find that evil duplicates of yourself emerge from mirrors while in the region, or develop magical teleportation abilities. This one, while somewhat spooky, has effects that can help or hinder, and introduce an element of randomness and confusion more than outright terror or paranoia.
The Psychic Resonance region comes with the influence of psionic creatures, strong emotional energies, and magic. Think of it like psychic echoes reverberating through the region. Memories might become more clear and painful; creatures could gain limited telepathy. This region variant can help or hinder, but it is best used as role-play leverage, as the effects feed off the thoughts and feelings of the party.
Last but certainly not least, the Unraveling Magic region is a place where the source of magic is corrupted, the weave damaged, and spellwork goes awry. Creatures are suddenly encased in a sphere of force; spellcasters gain temporary access to wizard spells. This table throws a wrench into battle and is ideal for adding the unexpected in a combat or even a social encounter.
Now, TCoE has even more flavorful environmental hazards and effects, but this post is getting long so i’m capping it here.
But folks, I gotta tell you, these tables are spicy as hell. They shouldn’t be overused, as that can ruin their novelty, but peppering in a supernatural region here and there can amp up the coolness-factor like you would not believe. As a DM, I have been having so much fun running combats in a region where not even I know what might happen next--and my players get to enjoy the anxious thrill of rolling a d100 to determine their fate...
43 notes · View notes