#scion of abjuration
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solarisart · 2 years ago
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“Tengo miedo. El pequeño dejó de llorar en cuanto lo pusimos en brazos de aquella mujer de mimbre como si de su madre se tratara. A veces pienso que hay algo vivo en ese mimbre. A veces parece mecerlo en la oscuridad.”
Lo he vuelto a hacer.
Fanart del único enemigo en Blasphemous que nunca me ha matado: Expósito, hijo de la Abjuración.
~~~
"The little one stopped crying as soon as we placed him in the arms of that wicker woman, as if it were his mother. Sometimes I can't help but think there's something living in that wicker. Sometimes it seems to be rocking him in the darkness."
Oops, I did it again, 
Fanart based on Expósito, Scion of Abjuration (Blasphemous). 
It’s the only boss who can’t killed me. 
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minespatchart · 1 year ago
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New Soulfumos. I plan on doing lore videos on the Exile soldiers and Exposito from Blasphemous so I wanted to tackle these before trying more DS1 characters.
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sharlayandropout · 3 months ago
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It's been a long time since I've posted here, but I come bearing gifts!
'Abjuration' is my ongoing visual novel series taking place post-5.3. As G'raha struggles with his identity, Zefiris is forced to confront the fact that their relationship may never be the same.
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Following the events of Shadowbringers, the Scions have been safely returned to the Source. Zefiris has successfully awakened G'raha with his memories intact, and they resume the relationship they began on the First.
At home in the comfort of the Rising Stones, surrounded by family; for the first time in a long time, all seems truly well to Zefiris, who dares at last to count herself happy.
For G'raha, however, things are not quite so simple - plagued by nightmares and intrusive memories, his initial joy and relief at finding himself alive and whole on the Source wavers under the weight of a hundred years of trauma and pain...
Read it on ao3 here!
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prestigious-subclasses · 1 year ago
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Prestige Classes
In D&D 3.5, there are almost 300 prestige classes. Shouldn't they all be converted to D&D 5e subclasses? No. No they should not. And yet, here we are. Some prestige classes are ... weird and so might be converted to something other than a subclass, if at all.
A breakdown is below the cut.
Core Subclasses
Arcane Archer
Arcane Trickster
Archmage
Assassin
Blackguard
Dragon Disciple
Duelist
Dwarven Defender
Eldritch Knight
Hierophant
Horizon Walker
Loremaster
Mystic Theurge
Red Wizard
Shadowdancer
Thaumaturgist
Psionic
Cerebremancer
Elocater
Fist of Zuoken
Illithid Slayer
Metamind
Psion Uncarnate
Pyrokineticist
Thrallherd
War Mind
Complete Champion
Fist of the Forest
Forest Reeve
Holt Warden
Mythic Exemplar
Ordained Champion
Paragnostic Apostle
Paragnostic Initiate
Sanctified One
Shadowspy
Shadowstriker
Squire of Legend
Complete Mage
Abjurant Champion
Eldritch Disciple
Eldritch Theurge
Enlightened Spirit
Holy Scourge
Lyric Thaumaturge
Master Specialist
Nightmare Spinner
Ultimate Magus
Unseen Seer
Wild Soul
Complete Psionic
Anarchic Initiate
Ebon Saint
Ectopic Adept
Flayerspawn Psychic
Illumine Soul
Soulbow
Storm Disciple
Zerth Cenobite
Complete Scoundrel
Avenging Executioner
Battle Trickster
Cloaked Dancer
Combat Trapsmith
Fortune's Friend
Gray Guard
Magical Trickster
Malconvoker
Master of Masks
Mountebank
Psibond Agent
Spellwarp Sniper
Uncanny Trickster
Complete Warrior
Bear Warrior
Bladesinger
Cavalier
Dark Hunter
Darkwood Stalker
Dervish
Drunken Master
Exotic Weapon Master
Eye of Gruumsh
Frenzied Berserker
Gnome Giant-Slayer
Halfling Outrider
Hulking Hurler
Hunter of the Dead
Invisible Blade
Justiciar
Kensai
Knight of the Chalice
Knight Protector
Master of the Unseen Hand
Master Thrower
Mindspy
Nature’s Warrior
Occult Slayer
Order of the Bow Initiate
Purple Dragon Knight
Rage Mage
Ravager
Reaping Mauler
Ronin
Spellsword
Stonelord
Tattooed Monk
Thayan Knight
War Chanter
Warshaper
Cityscape
Ebonmar Infiltrator
Crimson Scourge
Urban Savant
Dungeonscape
Beast Heart Adept
Dungeon Lord
Trapsmith
Sandstorm
Ashworm Dragoon
Lord of Tides
Sand Shaper
Scion of Tem-Et-Nu
Scorpion Heritor
Walker in the Waste
Drow of the Underdark
Arachnomancer
Cavestalker
Demonbinder
Dread Fang of Lolth
Eye of Lolth
Insidious Corrupter
Kinslayer
Fiendish Codex II
Hellbreaker
Hellfire Warlock
Hellreaver
Soulguard
Book of Exalted Deeds
Anointed Knight
Apostle of Peace
Beloved of Valarian
Celestial Mystic
Champion of Gwynharwyf
Defender of Sealtiel
Emissary of Barachiel
Exalted Arcanist
Fist of Raziel
Initiate of Pistis Sophia
Lion of Talisid
Prophet of Erathaol
Risen Martyr
Sentinel of Bharrai
Skylord
Slayer of Domiel
Stalker of Kharash
Swanmay
Sword of Righteousness
Troubadour of Stars
Vassal of Bahamut
Wonderworker
Dragon Magic
Diamond Dragon
Dragon Descendant
Dragon Lord
Hand of the Winged Masters
Pact-bound Adept
Swift Wing
Wyrm Wizard
Miniatures Handbook
Bonded Summoner
Dragon Samurai
Havoc Mage
Skullclan Hunter
Tactical Soldier
War Hulk
Warchief
Tome of Battle
Bloodclaw Master
Bloodstorm Blade
Deepstone Sentinel
Eternal Blade
Jade Phoenix Mage
Master of Nine
Ruby Knight Vindicator
Shadow Sun Ninja
Underdark
Arachnomancer
Cavelord
Deep Diviner
Drow Judicator
Illithid Body Tamer
Imaskari Vengeance Taker
Inquisitor of the Drowning Goddess
Prime Underdark Guide
Sea Mother Whip
Shadowcrafter
Vermin Keeper
Yathchol Webrider
Epic
Agent Retriever
Cosmic Descryer
Divine Emissary
Epic Infiltrator
Guardian Paramount
High Proselytizer
Legendary Dreadnought
Perfect Wight
Union Sentinel
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tinsil · 4 years ago
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what if blasphemous line stamps
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infirmux · 3 years ago
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telling my sister about philemon and baucis the whole we dont want to see each other die so they get turned into trees instead thing and shes like why didnt the gods just make them blind. IM LIVING WITH A SERIAL KILLER
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kimkkuru · 5 years ago
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Be careful when you catch Penitent One :3
참회자를 잡을때는 찔리지 않게 주의할것.
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skxrbrand · 3 years ago
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Young Bloodthirsters, be they freshly forged by Khorne himself using tiny slivers of his own essence or uplifted from the ranks of Exalted Bloodletters, spawn with long tails that can be used to tell them apart from more middling and ancient Bloodthirsters. These fall off, or more often are cut off, when the Bloodthirster ages. Bloodthirster tails are chock full of raw magic and particularly useful in the creation of spells or objects abjuration. When a Young Bloodthirster proves themselves, an older one will sever his tail. Often, the tail is eaten, incinerated, or otherwise destroyed so that those who dabble in magic cannot make use of them.
Skarbrand was born tailless. He is the Scion of Khorne, having emerged directly from Khorne’s body in much the same way Athena, goddess of warfare, emerged from Zeus, King of the Greek Gods.
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likeadog · 3 years ago
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dont care didnt ask besides youre not even exposito the scion of abjuration. bitch.
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the-punforgiven · 4 years ago
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Yknow one thing I really like about Blasphemous is that damn near any of the bosses' titles could be used as names for a death metal band
Like 'yo dude did you hear the new album by Scion of Abjuration? Shit fuckin slaps'
Or 'Damn that Exhumed Archbishop CD was way different than I was expecting'
'Have you seen Wrapped Agony in concert? They're way better live'
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rainwolfheart · 4 years ago
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a while back, I made a post about a Thedas!M9 AU and so here’s an Exandria!DAII AU because I love the Kirkwall crew. Or Port Damali crew now.
Anders was born in Tal’Dorei, but came to Wildemount as a child and was quickly scouted by Trent Ikithon for his potential. Anders proved to be ill-suited to being a Volstrucker, and eventually escaped the order, but not without significant trauma and amnesia. In his flight, he encountered an ethereal celestial who called itself Justice and nurtured his hatred of the Cerberus Assembly. Anders allowed Justice to possess him, but together they formed something more akin to Vengeance. He wound up in Port Damali, where he worked as a healer, hiding from the Volstrucker and planning to take down the Assembly. Human wizard (school of abjuration), Volstrucker agent background.
Aveline also hails from Tal’Dorei, originally a soldier in the Aegis Regiment of Fort Daxio. She fled to Wildemount during the Chroma Conclave’s occupation, losing her husband Wesley along the way. She managed to get a job with the Zhelezho of Port Damali and eventually rose to the rank of captain, cracking down on Myriad activity and piracy in the city. She eventually remarried to another Zhelezho, Donnic. Human fighter (battle master), soldier background.
Bethany fled Westruun with Aveline and her sibling (see Hawke below). If she is taken on the expedition to the Underdark, she dies, or is rescued by a small group from the Claret Orders, who save her with a blood hunter mutagen and take her to train with them in the Greying Wildlands. If left in Port Damali, she is imprisoned by mage-hunters. Human sorcerer (wild magic)/blood hunter (order of the mutant), or sorcerer/wizard (school of conjuration), folk hero background.
Carver fled Westruun with Aveline and his sibling (see Hawke below). Like Bethany, he can die or become a blood hunter, otherwise he becomes a mage-hunter. Human fighter (champion)/blood hunter (order of the mutant), or fighter/paladin (oath of the watchers), folk hero background.
Fenris was kept as a slave by a Draconian nobleman named Danarius, the only elf in his “collection.” Danarius was a power-hungry dunamancer with connections in the Dynasty. He experimented on Fenris with residuum. Fenris fled during the fall of Draconia, but Danarius survived and continued to hunt him throughout Wildemount—though slavery was abolished with the fall of Draconia, there are still Draconians who keep slaves, and Danarius did not want to lose his prized possession. Fenris harbours a hatred of arcane magic for what it did to him. High elf fighter (echo knight), soldier background.
Hawke fled Westruun with Aveline and their sibling, aided by a mysterious Ashari druid (who was actually Raishan). They joined the many refugees in Port Damali. While there, a group claiming to be Krynn defectors arrives, shipwrecked, and the Marquis allows them sanctuary in the docks. The Marquis, however, is paranoid about magic, particularly the strange kind practiced by the Krynn defectors, and defies the rest of the Clovis Concord by outlawing arcane magic in the city, policed by specially-trained mage-hunters. Hawke has to choose a side. Hawke is a human of any class, folk hero background.
Isabela is, unsurprisingly, a pirate captain on the Menagerie Coast, of Ki’Nau heritage. She is a member of the Revelry, with all the excitement and tension that brings. She steals and then loses a Luxon beacon, hastening tensions between the Empire and the Dynasty. Human rogue (swashbuckler), sailor (Revelry pirate) background.
Merrill hails from the Pallid Grove, a community of elves who were thought lost during the Calamity but have recently made themselves known again. Two of her clanmates fell mortally ill from an elven mirror, tainted by Torog before the Calamity, that was uncovered in the Cyrios Mountains. Determined to reclaim the artifact, Merrill turned to blood magic to fix it, and was turned away by her clan for it. Pallid elf sorcerer (wild magic), outlander background.
Sebastian is the scion of a noble family in Deastok, related to the Darringtons. Originally a wild child, his parents sent him off to become an acolyte at the Chantry of the Dawn in Rexxentrum. He ran away, but eventually renewed his faith and became a priest. Lady Harimann, his family’s longtime ally from Port Damali, hired assassins to kill the Vaels while under the influence of a demon, forcing Sebastian to avenge them. Human paladin (oath of devotion), acolyte background, or rogue (scout) if you prefer he doesn’t have spells.
Tallis is a non-drow elf from the Krynn Dynasty, operating as a spy and assassin for the Krynn on the Menagerie Coast. She enlists the help of Hawke and friends to stop another spy from selling secrets that could tip the balance of the War of Ash and Light. “Tallis” is a codename. High elf rogue (assassin), spy background.
Varric grew up in Hupperdook, but when his family fell from grace, they relocated to Port Damali. While his father and Bartrand build a successful career as merchants, Varric preferred the life of a storyteller and Grinner. During an expedition to the Underdark, Bartrand left him to die and made off with a dangerous artifact, an idol of Zehir. Hill dwarf bard (college of lore), Grinner background, or rogue (mastermind) if you prefer he doesn’t have spells.
(might do a DAO or DAI version eventually, stay tuned)
EDIT: Added Tallis and corrected Merrill’s race (don’t know why I wrote wood elf when I meant for her to be a pallid elf)
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dicebox · 4 years ago
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Updated Character / Game Lists
It’s been awhile since a list was provided of what games the Dice Box crew play, and since there’s going to be a lot of new content upcoming (mostly reblogs from personal Tumblrs), it felt like time for a comprehensive list.
The Cupcake Coterie
Our regular fortnightly homebrew-world Dungeons and Dragons campaign. This one has the most players, rather than being largely populated by the Dice Box core group, but is no less loved for that: Mostly lives on @cupcakecoterie but brief summary of characters:
Hazel Hearthheart: Half-elven Life Domain Cleric of Pelor
Darvin Taylor: Human College of Valor Bard / Divine Soul Sorcerer
Froseth of Rimehook: Silver dragonborn Way of the Four Elements Monk
Clarity Meloreth: Tiefling Arcane Trickster Rogue / School of Evocation Wizard / Pact of the Archfey Warlock
Remi Crestwind: Human Paladin of Tritherion / Pact of the Celestial Warlock
Ava Vanedar: Human Monster Slayer Ranger
Barnabus Stumplefink: Minotaur Echo Knight Fighter
Alisaie Featherfall: Protector aasimar Path of the Storm Herald Barbarian / College of Swords Bard
Port Knowhere
A Star Wars: The Old Republic homebrew, originally played on the MMO itself, moved to Roll20 when most of the players stopped actually playing the MMO - the characters and story were too good to lose. While there are only four players counting the ones played by the person running it, there are a lot of characters because we all have alt-itis to one degree or another:
Nyomi Adastra: Human Jedi Master. War veteran, with the scars and moderate cybernetics to prove it.
Rilus Harridin: Human doctor; specialises in battlefield surgery and general medicine.
X’antho Verex: Zabrak smuggler. Still a little new at the Huge Heroics thing.
Maelana Greystorm: Sith Pureblood Jedi Knight. No, not a contradiction in terms. Former Marine.
Altaierna Greystorm: Human smuggler / pirate / bounty hunter / mad inventor
Ahrianna Greystorm: Human Jedi Master; a Shadow, specialises in hunting the Dark Side.
Aranar’aliit Atin: Human Mandalorian warrior. Sometimes bounty hunter, mostly regular hunter.
Jallira Greystorm-Harridin: Miraluka Jedi Master; specialises in Alter, particularly Force-healing (also a more standard medic). Strong empathy powers.
Mychae Qiin: Human smuggler / spy / underworld negotiator / technician. Avoids ‘mad inventor’ by inches. Also mildly Force-sensitive.
Telyt’srina’idash (Srina): Chiss spy / security circum / technician. Also kind of runs a Mandalorian clan now.
Tombstone Blues
A Deadlands homebrew made out of the useful bits of 5e so that the core Dice Box group didn’t have to learn an entirely new rule set.
Jillian Cain: “Gunslinger of God” (Paladin / Gunslinger hybrid homebrew)
Aloy O’Toole: Mad scientist (homebrew based on Arcanist)
Reba Stalks-the-Crossroads: Shaman (homebrew based on Druid)
Caleb Tarleton: Spirit hunter (homebrew based on Plane Walker Ranger; on potentially permanent hiatus)
Dunwall by Night
As we started homebrewing things, Dishonoured was a thing that we as a group wanted to explore, so I threw together some interesting variations on Warlock to give the group what of the Dishonoured experience I could with 5e.
Jerrica Reder: More of the Corvo style of Marked; former whaler
Delphine Crigh: Druid-themed animal-friend Marked; former rat-catcher
Viola deVere: Illusionist Marked; former artist
The Fixers
After that, we went a little esoteric. I put together a situation that was sort of a mash-up of The Old Guard and Scion, with a 5e rule set and a “heal very bloody fast and don’t die” mechanic to approximate the Old Guard thing.
Ketti Odinson: Literal son of Odin by a mortal woman; skald from the 400s AD. Built on a base of College of Lore Bard
Suyin Zhong: Former pirate queen from around about the 15th century. Built on a base of Swashbuckler Rogue
Raiford ‘Raif’ Ellison: Former farmer-turned-revolutionary from the early-19th century. Built on a base of Way of the Kensei Monk
Kyung-Soon ‘Kim’ Kyeong: Former secretary-of-sorts; recently activated. Built on a base of School of Abjuration Wizard
There are a couple of others that may or may not return, and more being planned, but these are the core of the Dice Box experience.
Coming up? A lot of writing and Q&A about a fair few of these characters, dragged from other souces for ease of reference and the entertainment of others.
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in-maidjan · 5 years ago
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Alossin - General Lore
Regional Map
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Notable Locations
West Adak:
Capital: Crohetep
Cities: Crohetep, Ces’va, Nereen
Towns: Aesmill, Everwich, Veronmire
Garrisons: Westcliff Fort, Blackridge Garrison, Cragshore Garrison, Simmerstone Garrison
East Edak:
Capital: Dama Dhazi
Cities: Dama Dhazi, Dama Druzna, Dama Diosha, Basiira, Mahaaj (Ostmoor Island)
Towns: Waqar, Imityaz (Ostmoor Island)
Garrisons: Eastcliff Fort, Crowscrest Garrison
Amaran:
Capital: Dumaark
Cities: Dumaark, Haaraq
Towns: Rhesek, Rahat, Snowsden (Mirswell Island), Wistshore (Mirswell Island)
The Metropolis of Adak:
The Adak Conservatoire.
The Illuminated Archive
The Academy of Arcane Arts.
The Adak Agora.
The Magisterium.
The Copperhand Exchange.
The Ghathen Trading Company.
The Faithful of the Ancients Temple.
Government
Magocracy. The governing body is composed of spellcasters who rule directly as oligarchs or feudal lords, or participate in a democracy or bureaucracy.
Oligarchy. A small number of absolute rulers share power, possibly dividing the land into districts or provinces under their control, or jointly ruling together.
Meritocracy. The most intelligent and educated people oversee the society, often with a bureaucracy to handle the day-to-day work of government.
The continent of Alossin is made up of three regions, East and West Adak, and Amaran, under the rule of an oligarchy comprised of powerful mages which takes its seat in the capital of continent, the Metropolis of Adak. Mages are appointed to this council based on academic and political merit.
The Magisterium, the official government and senior magical academy of Alossin, has a tiered hierarchy with two main factions for magical and non-magical affairs.
The first tier consists of the Arch-Magus, who is the formal ruler of Alossin and presides over both councils for magical and non-magical affairs. The Arch-Magus is considered in absolute control of their magic and has advanced their study beyond ordinary limits. Below the Arch-Magus is the Scion, the chosen candidate who has proven their skill and worth to become the successor to the Arch-Magus.
The second tier consists of the Arch-Magus’ fellow councillors who are considered masters of a particular form of magic. There is the Arch-Abjurer, the Arch-Conjurer, the Arch-Diviner, the Arch-Enchanter, the Arch-Evoker, the Arch-Illusionist, the Arch-Necromancer, and the Arch-Transmuter. Each has a pupil under their wing by a similar title as a Prefect who serves as an assistant to their appointed master.
The third and fourth tiers consist of Primus Magi and Secundus Magi, who are often referred to as Primus and Secundus respectively. They are the highest educators of the Alossin magical hierarchy, often the most skilled in their field second only to the Arch-Magi. All Primus and Secundus Magi have one or more appointed Adjutors who serve as both a student of the Magisterium and as professional assistants.
Primus Magi are also appointed as overseers, who routinely check the actions of the Arch-Magi and their appointed prefects and scions to maintain the rule of law within the council.
The fifth tier consists of Magisters, a title bestowed on lower councillors entrusted with the magical academies of Alossin.
There are nine seats on Alossin’s Magocracy council, with two Arch-Magi overseeing the regions of East Adak, West Adak, and Amaran, though Arch-Magi frequently change seats to serve the needs of each region. Traditionally, the Arch-Diviner and the Arch-Necromancer both are appointed in service to the great temples in the Metropolis of Adak, where the Arch-Magus also holds the seat of power.
The sixth and final tier of the government encompasses a range of bureaucrats and other political officials who maintain the standard rule of all across Alossin, though all report to a relevant Magi within the Magisterium.
 Universities
Alossin is the world’s forerunner when it comes to historical and magical research. The Metropolis of Adak itself has five distinct universities.
The Adak Conservatoire, the university of general science, history, literature, mathematics, and arts. This university is open to all citizens and foreign visitors.
The Illuminated Archive, the university dedicated to both the cataloguing and studying historical texts and documenting history as it unfolds. This is a more secure university as it holds highly sensitive or historical documents.
The Academy of Arcane Arts, the general university of magical study in Alossin. It covers all modes of magical study, except for divine magics, which is strictly overseen by the temples.
The Academy of Arcane Arts has a number of facilities to cater to the different variations and methods by which magic can be summoned. There is a traditional academy campus for wizards, and separate campuses for warlocks, sorcerers, bard, and clerics to oversee more particular magical capabilities. There are also two specialist campuses, one for those with unique magical capabilities, and one for those seeking to master multiple forms of magical ability.
All students must receive and maintain a permit for magic upon entering the university until they cease magical activity or surrender their magic.
The Adak Agora, the centre of magical research and debate where advanced practitioner’s conduct magical study, both theoretical and practical. This university also funds and conducts excavational digs of potentially magical or historical sights, often with the aid of the Illuminated Archive and the Magisterium.
The Magisterium, the official training academy for those attempting to prove themselves in order to enter the government formally. It is the smallest academy but by far one of the largest organisations in Alossin.
 Environment and Climate
The Alossin continent is a diverse region with rich coastal regions, lush and snow-capped mountains, and even deserts.
The region of West Adak is a tropical terrain, ranging from lush forests to dense jungles and wide expanses of grassland and marshes. East Adak is generally warmer, with vast deserts and rocky, arid regions. The northern region of Amaran is a verdant area with steep mountain ranges with snow-capped peaks. The oceans to the north are frozen over entirely in the colder parts of the year.
The central region, where lies the heart of the continent at Adak’s Metropolis, is a lush region of fertile jungle that has been trimmed and cut back for the sake of the city’s existence. The underground Drow city of Ces’va maintains a cool environment beneath the surface.
A number of beasts roam the dense forests and jungles of the land, and rumour has it that dragons roost in the mountains in the north. Ces’va has faced many incursions from creatures beneath the earth, but the might of the Drow city and the aid from the surface cities has allowed it to thrive.
 General Culture
The Alossin continent prides itself on its history, acknowledging the bloody past and seeking to learn of what came before. There is a strong push for education in the region, especially towards the understanding of history and of magical essences. Adak’s many universities are the epitome of this, and the vast majority of children within cities obtain some measure of an education, even those who dwell in the slums. All mages of the continent, either naturally born, exposed to magic, or visiting foreigners, are vetted and must obtain a magical permit relevant to their capabilities as a spellcaster.
Though the vetting process is highly secretive, it is well known that a sample of blood is taken for storage.
Permits take the form of a small crystal embedded into the skin, either: between the index and middle fingers, at the knuckle; on the palm; or under the heel of one’s palm at the wrist. It can barely be felt when moving one’s hand, but it is warm to the touch. The colour of a permit crystal is often relative to a caster’s innate ability. Removing a permit crystal is one of the highest offences within the Magocracy.
Magic is both feared and awed in the land, but the strict laws regarding the use of magic and the effectiveness of the Order of Witnesses give comfort to those born without the innate ability. The worship of the deity Vhoq is prominent in the land because of this, in both gratitude from magi and from those who seek protection against magic.
The cities of Alossin are expansive and icons of civilisation with high stretching towers and colourful banners and tapestries hung from every other rooftop. The Metropolis of Adak is a city of smooth sandstone with murals carved into its walls. The city lies upon a cliff overlooking the ocean bay, and lanterns are carved into the city walls to make it a beacon at night.
The climate varies depending on the region, but generally throughout the seasons it is comfortably warm. This changes depending on the area, but loose and tight silks and linens are the general fashion, becoming heavier and fur-lined in the north to combat the cold, and looser and more akin to the style of the Atapity Isles in the warmer south.
The Alossin continent celebrate the annual First Celestials celebration, and a number of other festivals in honour of the gods. There is a day of remembrance to mark the end of the Alossin civil war called the Waking Day. There is also a ritual that is undertaken by most magi called the Arcane Consecration. Those born with an innate magical ability make a pilgrimage to the closest temple of Vhoq, where they have a short ceremony with other magi to receive a blessing of Vhoq. It is mostly superficial, but some hope that it will enhance or stabilise their power.
Additionally, the Alossin continent engages in a fast once a year. This is called the Fast of the Seventeen. The fast occurs from sunrise to sunset, after which there are nightly festivals to feast which end in mass prayer or offerings. Each day is in thanks to a specific god and there are various activities during the festive time. The final day ends with a sacrifice to the gods.
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of-sin-forever · 5 years ago
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“Despacito, Scion of Abjuration.”
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rpgwizzard · 7 years ago
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olnoodlearms
replied to your post
“12 and 13?”
Yes id love to hear about the domains! And whats the reason for everyone being part cleric?
I’ll answer the latter question first.   Two reasons.  Too many in our group refuse being healers. We’re usually a party of 7 or sometimes 8, if the DM throws in an NPC (and some times the story requires one.)  It usually leaves 1 person to be a cleric to heal 8 PC’s. It often doesn’t work out well.
So for this campaign, the DM (Chris) required that all players, take a level a level in cleric. 
#2: The DM always wanted to run a single class campaign. Most of the standard builds, in 5E, don’t have enough variants to make each person able to take something unique.  Cleric and Wizard, are the only one’s straight out of the PHB.  Xanathar’s added a few more.  He was also going to allow things from Unearthed Arcana to offer even more options.
As he was putting things together, though, he realized that there would some issues with an “all-cleric” campaign. Only certain domains offered ‘Extra Attack”, and none offered “Sneak Attack”.  Some key features that help a party dispatch monsters quickly, would not be available.  Even his home-brew domains. So he expanded his original requirements to say that you had to have at least 1 level of cleric. 
Since the channel divinity powers are where a cleric really starts to get his bread & butter, most of us did at least that much.  Adam, Jack, and Dave all took level 2 cleric when we started. (We started the game at 10th level.)  
Jack & Dave took Cleric 3 when we got to 11th. Adam took Rogue 9.  
John and Ed took level 6 in their other classes, and level 4 cleric. Both took Level 5 cleric when we got to 11. Each is trying to get to level 6 cleric, so they can get their other Channel Divinity.  Where they go after that is undetermined at this time.
I started off as a Level 7 cleric / level 3 Bard (Mainly to get my archetype.) I don’t intend to level as Bard again, even though I could get a feat.  Because if I did, I would lose Cleric 17, which usually gives a super awesome power. Which you’ll see in a minute.
Domains.
Well, here’s where things get a little sticky.  My DM hopes to publish his campaign someday, so I can’t reveal a lot of it. He does have a lengthy list of domains. Here they are:
Aegis Authority Balance Celerity Death Destiny Dream Entropy Expertise Flame Forbidden Greed Heroism Horror Illusion Kin Life Luck Madness Moon Mountain Nature Order Passion Pestilence Sea Sun Tempest Torment Umbra Undeath Vigor Void War Wisdom Zephyr
Not all of these are full written up. I can however give you the pertinent bits of mine.  I won’t include the spell list to keep things honest. 
Forbidden Knowledge Starting at 1st level, you can speak, read, and write one additional language of your choice. This includes Dead langauges, but not special languages like Druidic or Thieve’s Cant.
In addition, you also gain proficiency in one of the following skills: Arcana, History, or Religion.
(Much like the Knowledge Domain, but one language instead of 2, and 1 skill from a limited list.)
Secrets of the Divine Also at 1st level, you begin to learn ancient spells that once belonged to the Divine. In addition to the standard Realm Spells listed above, you gain additional spells of your choice. At 1st, 3rd, 5th, 7th, and 9th level, you may select one spell of 1st, 2nd, 3rd, 4th, and 5th level, respectively, from any class list. This spell becomes a cleric spell for you, and is in all ways treated as a traditional Realm Spell.
(This is very similar to the Bard of Lore ability. I think Bards get a total of 6 spells for this ability and have no limit on level. Here I get 5, and limited to 5th level spells.)
Channel Divinity: Expand The Mind Starting at 2nd level, you can use your Channel Divinity to expand the mind of other creatures. As an action, you can touch a willing creature other than yourself to give it proficiency in one skill of your choice. This effect lasts for 5 minutes. If you choose to expend two uses of Channel Divinity, this effect instead lasts for 1 hour.
(Also very similar to the Knowledge domain ability.)
Channel Divinity: Expose The Truth Starting at 6th level, you can use your Channel Divinity to warp the mind of a creature, causing them to be momentarily frozen by the hidden realities you know. As an action, you present your holy symbol and select one creature who can see and hear you within 50 feet. The target must succeed on a Wisdom saving throw or become blinded and incapacitated for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. If you choose to expend two uses of Channel Divinity, you may target an extra creature.
(This is a somewhat unique ability, kinda combining a Light domain ability, and I think a Paladin ability. I’ve only tried to use this once, and the target saved. So I have no idea how effective it is.)
Glimpse Alternate Pasts Starting at 8th level, you can begin to see a creature’s dark past, even gazing into alternate realities. If you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn certain information about it’s capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength Score Dexterity Score Constitution Score Intelligence Score Wisdom Score Charisma Score Class Levels (if any)
(This is similar to a fighter ability I believe.)
I’m going to conceal the 17th level ability for now, since its unique to the domain of Forbidden. However, I can reveal one ability that it does, since it’s within the game mechanics. I get access to the spell Divination, able to cast it once per long rest, without using a spell slot.
There’s a reason why that is so special for a 17th level ability.
In our game world, there is no School of magic called Divination. It’s gone. Doesn’t exist.  All spells with the school of Divination, have been changed to be Illusion, or Enchantment. With the odd Evocation or Abjuration popping up here and there.
That said, 4 spells, were eliminated from this World. Augury, Divination, Contact other Plane, and Commune.  Spells that usually directly ask a Deity for advice, or help, etc. I get Divination at 17th level. One of the few spell casters on the planet who can “ask the Gods”.
The reason is that in our world, the Gods, don’t exist.  Yup. Whereas like in Faerun, you have 7011 different gods, our world instead has none.
What it does have is 6 (or 7) Scions. These 6 (or 7) beings instead rule the cosmos/universe.  They are based on the 6 Prime Elements. Earth, Air, Fire, Water, Light, Darkness.  These beings have adopted disguises and the human populace believe them to be Gods, or Wyrmlords, or The Mother Spirit.
The 7th Scion is often a contentious position. It rules an area or domain the other 6 do not cover. The last one chose to rule “Magic”. Previously, the 7th Scion had chosen “Hate”. Others had chosen “Love” and “Honor”, etc. Concepts and ideals usually, like “Law” or “Reason” are what the 7th Scion governs.
When the 7th is in harmony with the 6, the world goes smoothly.  When they are not in harmony, troubles abound. 
Side notes: Lucky numbers in this world are 6 and 8. 7 is considered unlucky. Unholy or Blasphemous even,.  The world uses a calendar of four weeks of 8 days. 10 months long. 
Days of the week (in order) Ring Snake Wave Flame Book Hammer Staff Scythe Months of the Year: (in order and associated color) Life Moon:  Gray/Silver Storm Moon : Blue War Moon : Yellow/Gold Blood Moon : Red Earth Moon : Green Harvest Moon : Orange Prayer Moon : Purple Frost Moon : White Dark Moon : Black Phoenix Moon: Pink
Things are dated with shapes and colors based on the day of the month. The first week 1 item is used. The 4th week, 4 of them are used. So  3 Green Hammers, means the 3rd Hammer Day of Earth Moon.  2 Red Staffs means the 2nd Staff  Day of Blood Moon.
Characters can randomly determine a birthday by rolling a d4, and d8 and a d10.
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epicmeetsfail · 6 years ago
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Blasphemous blesses us with a grisly new trailer http://www.epicmeetsfail.com/2019/06/blasphemous-blesses-us-with-grisly-new.html
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If there’s one thing that a Souls-alike needs to get right (Soulsyvania, in this case), it’s evocative boss names, and Blasphemous clearly has it all worked out. Featuring the likes of “Expósito, Scion Of Abjuration”, “Three Anguishes” and “Our Lady Of The Charred Visage” in its new trailer, it’s no surprise that The Game Kitchen’s grim platform hack n’ slasher has attracted publisher Team 17. While neither publisher or developer want to guess at a release date, we can at least see it in motion. Below, a trailer dripping with blood, holy viscera and all the trappings of ecclesial horror.
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June 04, 2019 at 01:53PM
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