#sentient magical weapons
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Ravenglass Revelations: Behind the Scenes of My Magic System
Today, I want to pull back the curtain and give you an exclusive peek into the heart of the Ravenglass Universe – its magic system. As the architect of this world, I’ve always believed that a well-crafted magic system is the lifeblood of any great fantasy realm. So, let’s explore the forces that shape this universe. The Cornerstone: Ravenglass At the core of our magical world lies ravenglass,…
#blood magic#cosmic horror in fantasy#epic fantasy magic#fantasy magic lore#fantasy magic system#fantasy world-building#magic in Ravenglass#magic system in fantasy#magical artifacts#magical ecosystems#mind manipulation in fantasy#noble heroes#parallel worlds in fantasy#Ravenglass artifacts#Ravenglass Universe#sentient magical weapons#shadow realm fantasy#wyvern and human bond#wyvern magic
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STAB-I by Mithral Canvas
#mithral canvas#stab-i#stabi#arsenal#weapons#storage#small#neutral#construct#constructs#tech#arcanepunk#steampunk#CR2#sentient#object sentience#magic items#tools
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Voidcaller by Jhamkul's Forge
#jhamkul's forge#voidcaller#magic weapons#artifact#artifacts#object sentience#sentient#bow#bows#force#cosmic#aberrations#wisdom#dexterity#health#advantage#gravity#explosive#explosion#archery#ranged#projectiles#critical#dark#cursed#curse
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rage incarnate.
#she's just a magical girl that can transform into nidhogg#her lance ate his soul and made her weapon sentient#it talks to her sometimes#'all will burn beneath the shadow of my wings' like ok calm down sir (this is a wow quote don't @ me)#oc: lehna
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I know you said no pets but would it be ok if i brought a flaming skull
#what is a mystic semi-sentient weapon but a hypoallergenic pet? no shedding! and he's constantly on a leash!#(the potential smoke from the fire might be an allergy issue though. would magic smoke be better or worse than bonfire smoke?)#(these are the big questions in life)#(...could you imagine a 'no pets and/or abominations of science/magic allowed' sign? i might need to make that now)#rottmnt#rottmnt mikey#rottmnt mystic weapon#how do i tag this#rottmnt incorrect quotes#3am tags
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This is my official Batfam Magical Girl AU Masterpost (everyone clapped)
(image updated: 9/21/24)
I’m going to do a brief overview and then go into more details for those interested.
Bruce being from old money (and apparently being connected to Camelot) inherited a mysterious mineral with unknown properties. In its raw form it’s very unassuming, but when cut like gemstones and added to accessories it can be harnessed into a tool. By altering the mineral into a wearable item it allows the magic within to be channeled. The magic of the mineral connects with its wielder to create an outfit and (typically) a weapon. These outfits do not grant the wearer special abilities outside of the transformation and the weapon, but when worn the wearer is granted (what is basically) hammerspace and a nearly impenetrable outfit. The uniform granted is not something they can alter the appearance of but will change gradually overtime to reflect how the wielder has grown.
This mineral will henceforth be known as Arcanium. It operates on Kryptonite logic in that it’s— allegedly— super rare but also shows up whenever the plot needs it. (I’m aware it shares a name with a card game, but I wanted my Kryptonite spoof)
Martha Wayne unknowingly started the cycle by turning— what she thought was a rare gemstone— into a brooch. She died shortly after having it made and Alfred held onto it in her memory. Like canon Bruce goes on his journey of self-exploration to train. When he comes back he enacts his plan the way he does in Batman: Year One, where he goes out in basically just make-up, and it goes poorly. He wanders his manor trying to formulate a strategy and is drawn to his parent’s room and finds his mother’s brooch. Cue the first magical girl transformation. From there he alters the brooch to fit his bat aesthetic and the Batman Brooch is born.
Dick comes into his life the same way as canon. Bruce takes him in as a ward, Dick tries to track down Zucco on his own, etc. Bruce decides to use the other raw sample of Arcanium to turn into a second magical artifact. He lets Dick pick the theme, and thus the Robin Pendant is born. The rest is history.
(Before I continue I want to warn that I’m making shit up as I go, so some of this is subject to change as I move forward.)
The Robin Pendant is passed down from Robin to Robin. Each Robin got their own unique look while using it. Following canon, Dick and Bruce have their falling out and Dick gives up the Robin Pendant in a moment of anger. In this au I think Dick, not having the pendant to fall back on, tries to lead a vigilante-free life, but of course falls back into it. During a fight he somehow manages to stumble across Arcanium in its raw form. Recognizing it he takes it with him. Like Nightwing: Year One he has his conversation with Superman and decides to become his own hero. Using his knowledge of Arcanium from his years with Bruce he creates his own magical artifact and becomes Nightwing.
This is a good place to interject that I’m not changing any of their hero names. I was asked about it a couple times due to the caption, “Red Bow & Sailor Nightwing” on my Dick and Jason designs. It was just a silly caption, because I didn’t want to simply state “Jason and Dick Magical Girl au.” But being serious, I don’t really see a reason to change their names, with the exception of maybe Red Hood, seeing as I didn’t give him a red hood. My au operates on Sailor Moon logic where despite the lack of masks no one recognizes them, and it’s just vaguely explained by magic. I think it would be funny if Bruce chose to wear a mask anyway because he’s that paranoid, but we’ll see when I actually design him. Anyway point is Red Hood is lacking a red hood, maybe he secretly has a red hood on his jacket or maybe he really does go by Red Bow, I’ll leave that up to interpretation.
Arcanium does not just accidentally appear. At the end of the day it’s still a mineral and it’s not sentient, but the magic has an element of “the wand chooses the user.” It’s not so much a “chosen one thing,” so much as the magic can sense intention. It doesn’t care about the morality of the user, the magic is more seeking a symbiotic connection. (Meaning yes rogues can in fact wield artifacts.) Simply put, it wants a host that will be able to wield it. In its raw form the magic is dormant but it seeks to be… not dormant, so when it finds those who actually have the potential to create an artifact and use it, it reveals itself. It was not a coincidence that Martha had the inclination to have the brooch made, it was not a coincidence that Bruce was drawn to his parent’s room, and it was not a coincidence that Dick found Arcanium in the alleyway.
Each of the Bats have their origin moments with their own magical artifacts. I don’t have the whole timeline down, but I will say there was a lot of drama between Tim and Damian, because Tim was forced to hand over the pendant. Even though he technically relinquished it, emotionally the connection wasn’t severed. No one was sure if the transition would work, but Arcanium responds to whoever needs it more and therefore who will use it more. Like canon, Tim is having an awful time during that era. On top of all of it he’s had his title stripped from him and he can’t even argue because if it wasn’t the right move the pendant wouldn’t have responded to Damian. Dick tries to comfort him by telling him that Arcanium will appear for him when he’s ready, but Tim is furious and impatient. So like a well-adjusted person he decides he’s going to engineer his own magical artifact artificially. It goes as well as his attempt to clone Kon does. It’s not until Tim starts to get back on his feet that Arcanium presents itself to him. My thinking is that while Arcanium finds its users when they need it most, Tim’s case is abnormal. His acquisition of the pendant was unconventional from the start since he showed up and demanded to take on the Robin role. Arcanium is drawn to individuals who will actually use its properties. Tim tends to rely more on his own detective work, which renders the pendant’s properties pretty moot. Especially when he’s going off the deep end, he becomes a hermit meaning a) he wouldn’t really need/use Arcanium’s properties and b) he inadvertently limited his own chances of stumbling across it “in the wild.”
In a similar vein I believe Barbara’s journey is abnormal in that she forged her own Batgirl artifact that operates a little differently than the others, seeing as she made it without Bruce’s influence. After the accident she shelved it, maybe she passed it down to Cass, but eventually she gets it back. She created the Oracle identity without it, and for a long time the Batgirl artifact is something she avoids using, until she gets the idea to combine it with her computer to create a magic computer… sort of. She gets a uniform that is basically connected to the computer.
Going back to Damian needing the Robin Pendant more, its reaction to his acquisition was unique. As I mentioned previously the suits typically provide a weapon, well Damian is the exception. Unlike all the other Robin’s Damian didn’t need more weapons in his life, what he needed was guidance. For the first time the pendant granted Damian a magical animal guardian, which is how he gets Alfred the Cat in this au. Despite being an animal lover Damian is extremely pissed at this development. He wanted dual swords or a scarier animal at least. He can’t formally communicate with Alfred the Cat but he understands him intrinsically, though Alfred the Cat seems to be able to understand human speech somewhat. Only Damian seems to be able to truly understand Alfred the Cat. (Cue the antics of his siblings trying to figure out what the cat means or trying to control him in any capacity.) Besides being an animal, Alfred the Cat is also unique in that he doesn’t dissipate when Damian isn’t in uniform the way that the weapons do. Like the weapons he can be summoned by the pendant, but he seems to have existed prior to the pendant’s creation. (I’m toying with the idea that while in uniform, the cat would also get some sort of uniform.)
Before I get into Duke and his abnormalities, I want to address the Speedsters in this au. It’ll make sense after.
So the Flash. I want to say I don’t know if I will get around to creating full designs for them. I do have plans for Bart and maybe Wally, but I have determined how I want their mechanics to operate in the context of the au. Not all the heroes in this au are “magical girls,” in fact I’ve made the executive decision that you have to be human to wield an artifact. Arcanium may have magic in it, but it doesn’t grant its user magical abilities beyond the uniform itself. The speedsters retain their canon origins, hit by lighting blah blah blah, only with one key difference: they had Arcanium on them when they were hit. Instead of engineering an artifact Arcanium fused with their bodies granting them powers. I want to keep the magic transformation aspect (because it’s not a magical girl au without it), so instead of using a physical artifact as a channel for their powers, it’s instead the act of transforming that serves as a gateway to their speed abilities.
To me it was always important to maintain Batman’s identity of not having super powers and having to rely on engineering, which is why the Batfam have to physically build their artifacts. In a similar way I wanted to retain the integrity of the Flash’s identity of being meta but also still human. Which brings me back to Duke. I know in canon that Duke inherited his abilities, but for the sake of the au I’ve decide that he either had an accident when he was young in which traces of Arcanium fused with him or his parents had it in them and he inherited it from them, but regardless it’s less potent, but operates similar to the Speedsters. For years he couldn’t fully transform or use his powers and it wasn’t until— with Bruce’s guidance— he was able to create an artifact that allowed him to channel his abilities and transform. Even though he is a meta I wanted him to still have some of those Batfam qualities in there.
But what about the Superfam? They’re not human so how do their transformations work? The answer is simple: They’re not “magical girls.” At least not real ones, they’re faking. They’re not human (Kon and Jon are technically half human but they still get their abilities from their Kryptonian DNA), and thus cannot forge a connection with Arcanium. Truthfully I’m about to get silly— even sillier than this au already is— but I have decided that Clark is a fake artifact wielder. I like the idea that Batman has been operating longer than Superman has, so when Clark decided to become a hero in his own right his only example of how to style himself was from the bat themed vigilante, who might as well be a cryptid, operating out of Gotham. Only blurry pictures of him existed, so Clark designed his outfit based on his Kryptonian origins and Batman’s aesthetics. He had no idea about the existence of Arcanium or how it worked. This is also why Kon’s design looks so much like his canon outfit with a few magical girl elements (and definitely not because I think the lines in his canon suit already lend themselves well to a magical girl aesthetic and didn’t want to change much). Later when he gets to know Batman more he learns about the transformations, to which he panics and invents his own transformation using Kryptonian tech (ex: MAWS’s transformation). For years Bruce goes crazy trying to figure out Arcanium’s effects on aliens and if it grants them abilities on top of the ones they’re born with, and if Clark has plans to use it as a weapon, and how he managed to forge the connection in the first place— Clark comes clean as a fake once they reveal their identities to each other.
Side tangent but I find it hilarious that Green Lanterns are— by technicality— already “magical girls,” considering they’re granted magical accessories that give them powers and transform their clothing. Hal is very clear with the JL that he is nothing like Batman and constantly feels the need to assert that he is not a magical artifact wielder. The non-human members of the team still lump them together anyway.
Things I haven’t figured out:
- what each of the batfam’s weapons are
- what each of the magical artifacts are
- what to refer to magical artifact wielders as
Stepping outside the canon(?) lore of the au for a minute, obviously I’m redesigning DC characters using inspiration from a genre, because that’s what “magical girl” is. It’s a genre. This is why I refer to it in quotes and don’t call them magical boys, because I am always referring to it as a genre, which isn’t a gendered thing. However, in universe they wouldn’t call themselves magical anything, the same way the characters of Sailor Moon don’t refer to themselves as magical girls, but rather Sailor Scouts. As of right now I’m sort of just referring to them as artifact wielders, but I feel like Bruce would come up with a better name. On a similar note, throughout this whole thing I’ve been referring to Arcanium in it’s wearable state as an artifact. I don’t know if that’s the best term, but I can’t think of anything better for the generalized form of Arcanium outside of it’s raw state. For now I guess it will be “artifacts” and “artifact wielders.”
- how the wonderfam fits into this
I really can’t think of a reason why Wonder Woman would be a “magical girl” in this au. She was born with abilities, she’s not human, and I can’t see her altering her uniform to match the aesthetic. A transformation would just be a waste of time for her. I could to see maybe Cassie or Donna wanting to match with their respective teams, and perhaps maybe that’s why they would alter their uniforms? All I know is I want see Tim, Kon, Bart and Cassie as a matching “magical girl set.”
Fin… for now.
[I’m just going to put this here preemptively, because I’ve gotten messages about turning my au into fics or tiktok skits. You’re free to use this lore HOWEVER you MUST credit me not just for the designs but for the creation of the lore. I’ve put a lot of time and thought into this and I love that people love it, so I just ask for recognition. If you want to make something that’s inspired by my designs or loosely based on my au, just a simple credit for the inspiration is fine. You’re free to change things this is just how my own au operates. Regardless I would prefer to be tagged so that people can find me but also because I’d love to see other’s work.]
Current designs:
#dc#dc comics#magical girl au#long post#txt#batman#batfam#batfamily#batkids#batman and robin#superman#flash#robin#bruce wayne#dick grayson#tim drake#jason todd#barbara gordan#damian wayne#duke thomas#clark kent
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Reblog to summon the creature, like to hug them. We are not responsible for any quests, bodily transformations, or monsterfucking that may occur.
#196#worldbuilding#writing#my worldbuilding#my writing#fantasy#urban fantasy#vampire#vampyr#vampcore#vampirism#vampirecore#faerie#faecore#fairy#fairies#fey#fae folk#fae#transgender#transmasc#transfem#transsexual#trans#queer#enby#wizard#wizards#angel#fallen angel
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finally getting down my goat origin story 🐐💜, using the in-game meeting of goat for inspiration
the TL:DR version is- goat willed herself into consciousness in the void, attached herself to lamb when they visited the void, (so she could possess them like followers get possessed when you revive them), then once she followed them into the world outside, stole some of their magic to built herself a body out of ichor and clawed her way into living
if youd like the longer version its below the cut :3
i wanted to try to stick a bit closer to in game, bc i hadnt seen it done before so their origin goes like this:
while lamb was still defeating the bishops, narinder thought up a weapon they could use, a person they could command to fight with them; he didnt expect this person to be sentient, just to help lamb out. the idea didnt go very far since lamb defeated the bishops on their own and then went after narinder himself, but the concept of a helper for lamb hed been thought up by a god, which gave it power.
once narinder was defeated and left the void the goat willed themself into remembering and observing things, clawing her way into consciousness.
when lamb died one time on crusade, they entered the void and the goat CLUNG to them, possessing them like followers sometimes get possessed when you revive them. lamb woke back up with the overwhelming urge to eat followers but managed to lock themself in the temple before they did much damage.
once there, goat stole part of their magic, dragging themself into having a physical body by force, manically desperate to live and have a physical body to interact with the world. she made herself out of ichor using stolen magic and lamb couldnt help but help drag her out, if anyone in the world understood the desperation to live it was them.
fittingly, she named herself lazarus
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✨New item!✨ Mister Shovel Wondrous item, rare
This magical shovel has an animated face carved into it. It works as a trusty tool and friendly digging companion. Mister Shovel can be wielded as a magic weapon, equivalent to a quarterstaff with a +1 bonus to attack and damage rolls.
Dig. As an action while holding this shovel, you can remove a 5-foot cube of dirt, sand, or clay from a space within your reach. As you dig, Mister Shovel instantly gobbles up the earth and stores it in a pocket dimension. Mister Shovel can store up to twenty 5-foot cubes of earth within itself before it’s full.
Expel Earth. If Mister Shovel has earth stored within itself, you can use your action to expel one 5-foot cube of earth onto a space within your reach. The expelled earth immediately falls to the ground and becomes a 5-foot mound of loose earth. Traversing over or through the mound is difficult terrain. A Large or smaller creature within the area must make a DC 15 Dexterity saving throw to see if it can successfully move into an unoccupied adjacent space, or a DC 15 Strength saving throw if it wishes to stay in its space. On a failed save, the creature is knocked prone and restrained by the weight of the earthen mound until it uses its action to free itself.
Sentience. Mister Shovel is a sentient, neutral good shovel with an Intelligence of 10, a Wisdom of 8, and a Charisma of 16. It can see and hear out to a range of 60 feet. The shovel can speak, read, and understand Common. Mister Shovel is a polite and helpful companion who is always hungry for dirt and happiest when digging. Mister Shovel doesn’t like being used as a weapon, and apologizes to anything it bonks.
“Man! Thiths sthuffth iths good!-” Mister Shovel was blabbering excitedly through mouthfuls of dirt, barely intelligible as Jesse dug at the base of the wall.
“Shush! I’m not trying to alert the guards!” She hissed. If they were spotted, the whole fort would descend upon them.
“Hey, itsth not MY faul-” Jesse was sweating profusely as she jammed Mister Shovel into the ground again, muffling its speech. This was a disaster. - 🖌🎨 Like our work? Consider supporting us on Patreon and gain access to the hi-resolution art for over 200 magic items, printable item cards and card packs, beautiful creature art and stat blocks, and setting pdfs with narrative hooks and unique lore!🧙♂️ Thank you so much for your support! 💖
📜 Credit. Art and design by us: the Dungeon Strugglers. Please credit us if you repost elsewhere.
#dungeon strugglers#dnd#d&d#fantasy art#artists on tumblr#artwork#dnd item#ttrpg#d&d 5e#illustration#artist#animation#art#dnd 5e homebrew#d&d homebrew#dnd homebrew#hand drawn#homebrew#d&d ideas#d&d items#fantasy item#item#illustrator#drawings#drawing#dragon#digital#fantasy
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A Delving Song (Monster!Reader x Laios Touden)
Could I request a Laios fic where he meets a new monster, your choice, that is surprisingly sentient who joins the party? I just think it would be cute and fluffy.
Laios tilted his head. That didn't sound like the normal song the sirens on this floor of the dungeon would sing.
Marcille and Chilchuck are still asleep. And Senshi's off checking his golem farms.
So Laios wanders off towards the pool of water where you sit.
It's a ways off from typical mermaid territory.
And you yourself seem different from other mermaids. Your lower half is covered in feathers, not scales, and you have small wings protruding from your back.
"To eat is the privilege of the living... all things must eat to survive..."
Laios looks at you, in awe as you continue to sing a song of resilience and endurance. He's absolutely enchanted. And he quickly opens his mouth to sing with you once he memorizes the simple tune.
You startle badly, yelping, and waving your arms, summoning streams of waters like vipers to rise around you.
"Whoa! Please, I didn't mean any harm. I just really liked your song."
You frown. "Tallmen like you don't sing. They attack."
Laios puts down his sword. "See? No attacking."
"You're... different."
Laios grins and nods. "That's right. You see... I wanna know more about creatures like you. Are you a mermaid? You seem to be similar and different."
"I think your kind calls me a siren. But most of us get hunted, because our songs can be dangerous. We have some control over water too."
"That's incredible. Do you come up with your own songs?"
"We sing the tune - others seem to hear what they really want to hear. Unlike mermaids, the charming of it all seems to come from the prey."
"Why are you all alone?" Laios asks bluntly, tilting his head when your face falls.
"My flock were... hunted by a group of tallmen. I escaped. The mermaids don't want me because we bring adventurers that kill."
Laios frowns. "Well, that's no good. Maybe... maybe you could come with our group. I'm sure once they hear you speak and reason, they'll have no problem."
You smile sharp teeth at the tallman. "What are you called?"
"Laios."
You let the water slip down into the pool and move forward in a crouch, finally pressing your head into his metallic stomach. "Thank you, Laios."
Chilchuck is the most suspicious of you, clearly not happy with the idea of letting a monster into the party. Even a clearly reasoning and thinking one like you.
Marcille is a bit more welcoming, especially as she hopes you can teach her some of your water magic.
Laios initially thinks you're amphibious like a fishman but as you don't breathe water it becomes clear you're more of a bird than anything else.
Marcille immediately shuts down any further discussion because she senses it getting uncomfortably close to figuring out what exactly you taste like.
But considering you grew up in the dungeon, your expertise makes travel much easier. Senshi also is able to take some extra parts of monsters the party has collected to make some water skins for you to carry water through the more dry areas for you to use as a weapon.
Laios is always eager to hear about monster culture - just as you are about the cultures of the surface. Marcille and Laios spend many meal breaks discussing with you about what your lives and daily activities are like
Chilchuck doesn't share, but then again he also doesn't share with anyone else, so it's not like it's an anti-monster sentiment.
But eventually you find yourself nestling close to Laios when it's time to rest for the night.
And one night, when he rolls over and rests his head in your feathers, you don't mind. You like the tallman and his unique opinions.
And perhaps these feelings may soon grow and evolve.
Until then, the party together shall eat, and almost more than their meals, their growing friendship is delicious.
Delicious in dungeon.
#laios touden x reader#laios touden x male reader#laios touden x gn reader#delicious in dungeon x reader#dungeon meshi x reader#dunmeshi x reader#i guess i got all the different tags in there huh#headcanons#dunmeshi headcanons#delicious in dungeon headcanons
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Living Weapons
Living Weapons are here! Sentient magic weapons with their own will, from honor-bound Armaments to twisted Cursed Weapons. Forge your destiny as a weapon come to life! The free version is available now on patreon!
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The Gauntlet (Big Book of Spectacular Shops) by The Mad Network
#mad network#big book of shops#gauntlet#object sentience#sentient#magic items#shop#shops#weapons#store#stores#vendor#vendors#casino#casinos#gambling#dungeon#dungeons#escape room
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Blossoming Arrow by Griffon's Saddlebag
#griffon's saddlebag#blossoming#arrow#magic weapons#rare#arrows#ammo#ammunition#bolt#bolts#plant#plants#nature#awakened#awakening#object sentience#sentient#trees#tree#poison#poisons#poisonous#diseases#disease#bane#breaking#breaker
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hi! have you seen the TTRPGS for Palestine bundle yet? and do you have any recommendations from it
https://tiltify.com/@jesthehuman/ttrpgs-for-palestine
THEME: TTRPGS for Palestine
The TTRPGs for Palestine Bundle is going from April 12 to May 7, so there's not much time left to get it, but here's some recommendations of some really awesome games that you can find in it.
Gubat Banwa, by makapatag.
GUBAT BANWA is a Martial Arts Tactics and War Drama Tabletop RPG where you play as martial artists poised to change the world: Kadungganan: the cavalry, the wandering swordsmen, the tide turners, the knights-errant, the ones to call in darkest night in a world inspired and centering Southeast Asian folklore.
Witness, grand warriors, honorable gallants that trudge and toil under kings and haloes. Witness, KADUNGGANAN, that refulgent name. That blasted name: WITNESS NOW. The end of days is upon us: and the new world MUST BE BORN. Bear your blades, incant your magicks. Cut open your tomorrow from the womb of violence. Inscribe your name upon the very akasha of this world.
Gubat Banwa is designed for fans of 4th edition D&D, with in-depth character abilities that make you feel both unique and powerful, in a colourful and flavourful world full of vibrant cultures and clashing conflicts. The game uses an action economy with different action options carrying different weights, which also reminds me quite a bit of Lancer. If you want a game that pushes you to strategize with your friends and weigh your advancement options carefully, you want Gubat Banwa.
Gun & Slinger, by Nevyn Holmes.
GUN&SLINGER is an RPG geared for short, episodic sessions about a weapon and a wanderer. A Maestro and two players (Gun and Slinger) set out into a dead planet mutated by a god's forgotten child and hunt strange bounties, investigate the world and unlock hidden powers. During play, they seek to learn the nature of what’s hunting the Slinger, figure out why the Gun is sentient and discover how the world died.
This game is specifically for three players, using the rules of Go Fish as a resolution system. Gun & Slinger is all about using your resources to the best of their ability, and your resources might exist on your character sheet, but they also exist as cards in your hand.
What really intrigues me is the lore that’s baked into your character sheets. One of you is a wanderer in a twisted world, tempted by strange powers that guarantee to change you into a monster. One of you is a sentient magical gun, borne by that wanderer and designed to deliver death and pain.
Gun & Slinger has expansions included, allowing you to instead play as a wanderer possessed by a demon, a mech and a pilot fused as one, or someone who bears a cursed sword. I think the fact that it requires a small table and the fact that the characters’ lives are tied together makes this a high-stakes, terribly intimate game.
Apocalypse Frame, by Binary Star Games.
In a ruined and terraformed world where most of humanity is under the yoke of a brutal regime, the former workers of a once-remote factory - now known as The Collective - have risen up to create a future of freedom from oppression. You are an Ace - a highly skilled pilot referred from a Division in The Collective and assigned a humanoid combat vehicle known as a Frame. You and your Strike Team of fellow Aces must take on The Collective’s greatest threats, ensure its survival, and carve a path for its continued success.
Apocalypse Frame takes mechs and fits them into the LUMEN system, which centres competency as well as fast but effective rounds of combat. The game includes a variety of different threats, allowing you to tailor your campaign to your group’s tastes, and the tailoring doesn’t stop there. You choose both a division that your character belongs to, and then one of three mechs within that division, allowing players to share similar fighting styles but differ in weapons. You can also modify your basic frame, adding general modular systems alongside systems and armaments that can come with your mech, making character creation and progression exciting for folks who love tweaking and tailoring to their heart’s content.
If you’re a fan of Armored Core or Battletech, you’ll want to check out Apocalypse Frame.
Here, There Be Monsters!, by wendi yu.
No matter what they tell you, there’s still weirdness and wonder everywhere. You just have to know where to look. At the edges and cracks of ‘normal’ life we exist, we persist, and we resist: the monsters, the magicians, the anomalies, the freaks, and the outcasts. We gather in the shadows, trying our best to live our lives in a world that, when it doesn’t exactly fear or hate us, doesn't even believe in our existence.
here, there, be monsters! is a rules-lite response to monster-hunting media from the monsters' point of view. It's both a love letter and a middle finger to stuff like Hellboy (and the BPRD), the SCP Foundation, the Men in Black, the World of Darkness games and the Urban Fantasy genre in general. It is an explicitly queer, antifascist and anti-capitalist game about the monstrous and the weird, in any flavor you want, not as something to be feared, but to be cherished and protected.
Here, There, Be Monsters is a love-letter to anyone who has been made to feel monstrous, as well as an homage to media such as Hellboy, the SCP Foundation, and Men in Black. It’s urban fantasy meets organized power structures, and as the monsters, you’re here to burn those structures down.
This game uses descriptive tags to slap onto your characters to represent what they can do. You can choose from a number of different monster character backgrounds to give you guidance towards, and there’s plenty of monsters both in the base game and in the game jam wendi ran back in 2022. If you want a game of power, anti-capitalism, and punching up, this is the game for you.
Pale Dot, by Devin Nelson.
Pale Dot is a collaborative storytelling game for 2-5 players about a crew of non-human cosmonauts leaving their planet to explore a strange solar system, finding threads to unravel the unknown along the way. It is fantastical, surreal, and perhaps very unlike humanity’s own ventures in space exploration. Though one thing is universal: leaving home is terrifying, dangerous, humbling, and a catalyst for changing one’s perspective.
Pale Dot is a GM-less game where players work together to create an alien setting and subsequently envelop it in cosmic mystery, embodying cosmonauts called Dustlings, as well as one of 5 different settings. During their journey they will be able to travel to 24 different locations within their solar system, each with several prompts for improvisational scenes. Each player will also have to manage the integrity of their cosmonaut and their shared ship while avoiding space's many perils.
The cover for Pale Dot gripped me the first time I saw it; a tiny creature in an astronaut suit, looking up in fear at something in the sky, as vegetation blooms inside their helmet. You play as the Dustlings, non-human but sentient species exploring the Cosmos, a strange, horrifying and wonderful universe that changes those who venture into it.
Mechanically, Pale Dot uses a GM-less structure similar to Dream Askew, but there feels to be a much bigger emphasis on the setting your cosmonauts explore, rather than the cosmonauts themselves. Your characters are assembled traits, drives and equipment, almost all of which can be expended to cause or solve problems. Each player is also responsible for at least one setting element, such as The Cosmic Wilderness, The Wondrous Endeavour, or The Omnipresent Danger. As you visit locations, different elements will be prompted to influence the scene, while your cosmonauts try to navigate the scene and try to finish the mission. If you want a game that is collaborative and evocative, I definitely recommend Pale Dot.
Fractal Romance, by Ostrichmonkey Games.
A never ending abstract landscape of rhythm and soft glamour. Wander the halls, rooms, and chambers. Encounter strange Denizens and get to know them better; befriend them, fall in love, just chill. Try and fill out your own blurred edges. Fractal Romance is a tabletop role playing hangout. You will pick up a character to play and explore the Fractal Palace, generating its infinite sprawl and the Denizens that inhabit it, as you play.
Fractal Romance is all about searching; for something you need, something you want, or even for who you are. It feels rather surreal, perhaps like a dream dimension that you are moving through. The game uses a deck of cards to generate rooms, as well as the denizens of this gigantic, dream-like palace. This game uses rather simplistic playbooks, each asking you to choose three descriptive words, and then uses cards to fuel your character’s actions: you have things you can always do, things that cost a card to do, and things that you must do in order to draw another card.
If what you want out of a game is a chill time with friends, moving from one vibe to another, and generating emotional stories for your characters, you might want to check out Fractal Romance.
Himbos of Myth and Mettle, by huge boar.
You are big. Big arms, big tits, big thighs, big brai- you're big where it matters. In addition to a heaving, throbbing body, glistening lightly with a thin sheen of pleasantly fragrant perspirant, you have one singular unifying trait - come hell or high water, you are going to help.
Himbos of Myth & Mettle is a high fantasy, high camp role playing game of epic proportions (of body), for 2-5 players, one of whom will act as Game Guide. The rules center around a simple roll under mechanic and prioritize narrative flair and cinematic descriptions. Himbos is inspired by many classic fantasy properties (and could be considered OSR adjacent) , but leans towards a more garish, salacious and queer (gay or odd, pick your fighter) style of play. It is designed with comedy and flamboyance in mind, but is not without it deeper and darker touches. It's definitely not grimdark, but there will probably be blood. Think classic fantasy pulp in style, but contemporary sensibilities, modern rules-lite mechanics, and a player philosophy centred in helping, kindness and being fucking hot.
I’ve heard rave reviews for Himbos, and I think the idea of leading an entire group of well-meaning but possibly over-ambitious adventurers is a great set-up for a game full of laughs. Himbos is very much designed for a light-hearted evening of fun, flirting, and fucking up (but in the best way).
Other Games from the Bundle I've Recommended:
Space Taxi, and Creation Myths, by GothHoblin.
Caltrop Core, by Titanomachy.
Souvenirs, by Rémi Töötätä.
Thunder in Our Hearts, by Marn. S.
Eldritch Courts of Some Repute, by AlanofAllTrades.
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Is there anything support the populat interpretation that old valriya and valryians in general are more feminist, and progressive than the rest in Asoiaf?
Anon, thank you! I've been wanting to address this for awhile, so I'm going to actually answer this really fully, with as many receipts as I can provide (this ended up being more of an essay than I intended, but hopefully it helps)
I think there's in fact plenty of evidence to suggest that Valyria and the Valyrians in general were anything but progressive. Valyria was an expansive empire with a robust slave trade that practiced incest based on the idea of blood supremacy/blood purity. All of these things are absolutely antithetical to progressivism. There is no way any empire practicing slavery can ever be called progressive. Now, the Targaryens of Dragonstone have since given up the practice of slavery, but they certainly still believe in the supremacy of Valyrian blood.
And I'll see the argument, well what's wrong with believing your blood is special if your blood really is special and magic? Which is just-- if anyone catches themselves thinking this, and you sincerely believe that GRRM intended to create a magically superior master race of hot blondes who deserve to rule over all other backwards races by virtue of their superior breeding which is reinforced through brother-sister incest, and you've convinced yourself this represents progressive values, then you might want to step away from the computer for a bit and do a bit of self reflection.
And remember-- what is special about this special blood? It gives the bearers the ability to wield sentient weapons of mass destruction. It's also likely, according to the most popular theories, the result of blood magic involving human sacrifice. So there is a terrible price to pay for this so-called supremacy. Would any of us line up to be sacrificed to the Fourteen Flames so that the Valyrians can have nukes?
And if you are tempted by the idea that a woman who rides a dragon must inherently have some sort of power-- that is true. A woman who rides a dragon is more powerful than a woman who does not ride a dragon, and in some cases, more powerful than a man who does not ride a dragon, but that does not make her more powerful than a man who also rides a dragon. Dragonriding remained a carefully guarded privilege, and Targaryen women who might otherwise become dragonriders were routinely denied the privilege (despite the oft repeated "you cannot steal a dragon," when Saera Targaryen attempted to claim a dragon from the dragonpit, she was thrown into a cell for the attempted "theft,"words used by Jaehaerys). The dragonkeepers were established explicitly to keep anyone, even those of Targaryen blood, from taking them without permission. Any "liberation" that she has achieved is an illusion. What she has gained is the ability to enact violence upon others who are less privileged, and this ability does not save her from being the victim of gender based violence herself.
Politically speaking, it is also true that Valyria was a "freehold," in that they did not have a hereditary monarchy, but instead had a political structure akin to Ancient Athens (which was itself democratic, but not at all progressive or feminist). Landholding citizens could vote on laws and on temporary leaders, Archons. Were any of the lords freeholder women? We don't know. If we take Volantis as an example, the free city that seems to consider itself the successor to Valyria, the party of merchants, the elephants, had several female leaders three hundred years ago, but the party of the aristocracy, the tigers, the party made up of Valyrian Old Blood nobility, has never had a female leader. Lys, the other free city, is known for it's pleasure houses, which mainly employ women kidnapped into sexual slavery (as well as some young men). It is ruled by a group of magisters, who are chosen from among the wealthiest and noblest men in the city, not women. There does not seem to be a tradition of female leadership among Valyrians, and that's reflected by Aegon I himself, who becomes king, rather than his older sister-wife, Visenya. And although there have been girls named heir, temporarily, among the pre-Dance Targaryens, none were named heir above a trueborn brother aside from Rhaenyra, a choice that sparked a civil war. In this sense, the Targaryens are no different from the rest of Westeros.
As for feminism or sexual liberation, there's just no evidence to support it. We know that polygamy was not common, but it was also not entirely unheard of, but incest, to keep the bloodlines "pure," was common. Incest and polygamy are certainly sexual taboos, both in the real world and in Westeros, that the Valyrians violated, but the violation of sexual taboos is not automatically sexually liberated or feminist. Polygamy, when it is exclusively practiced by men and polyandry is forbidden (and we have no examples of Valyrian women taking multiple husbands, outside of fanfic), is often abusive to young women. Incest leads to an erosion of family relationships and abusive grooming situations are inevitable. King Jaehaerys' daughters are an excellent case study, and the stories of Saera and Viserra are particularly heartbreaking. Both women were punished severely for "sexual liberation," Viserra for getting drunk and slipping into her brother Baelon's bed at age fifteen, in an attempt to avoid an unwanted marriage to an old man. She was not punished because she was sister attempting to sleep with a brother, but because she was the wrong sister. Her mother, the queen had already chosen another sister for Baelon, and believed her own teenage daughter was seducing her brother for nefarious reasons. As a sister, Viserra should have been able to look to her brother for protection, but as the product of an incestuous family, Viserra could only conceive of that protection in terms of giving herself over to him sexually.
Beyond that, sexual slavery was also common in ancient Valyria, a practice that persisted in Lys and Volantis, with women (and young men) trafficked from other conquered and raided nations. Any culture that is built on a foundation of slavery and which considers sexual slavery to be normal and permissible, is a culture of normalized rape. Not feminist, not progressive.
I think we get the picture! so where did this idea that Valyrians are more progressive come from? I think there are two reasons. One, the fandom has a bit of a tendency to imagine Valyrians and their traditions in opposition to Westerosi Sevenism, and if Sevenism is fantasy Catholicism, and the fantasy Catholics also hate the Valyrian ways, they must hate them because those annoying uptight religious freaks just hate everything fun and cool, right? They hate revealing clothing, hate pornographic tapestries, hate sex outside of marriage, hate bastards. So being on Sevenism's shit-list must be a mark of honor, a sign of progressive values? But it's such a surface level reading, and a real misunderstanding of the medieval Catholic church, and a conflating of that church with the later Puritan values that many of us in the Anglosphere associate with being "devout." For most of European history, the Catholic church was simply The Church, and the church was, ironically, where you would find the material actions which most closely align with modern progressive values. The church cared for lepers, provided educations for women, took care of orphans, and fed the poor. In GRRM's world, which is admittedly more secular than the actual medieval world, Sevenism nevertheless has basically the same function, feeding the poor instead of, you know, enslaving them.
Finally, I blame the shows. While Valyrians weren't a progressive culture, Daenerys Targaryen herself held relatively progressive individual values by a medieval metric. She is a slavery abolitionist, she elevates women within her ranks, and she takes control of her own sexuality (after breaking free from her Targaryen brother). But Daenerys wasn't raised as a Targaryen. She grew up an orphan in exile, hearing stories of her illustrious ancestors from her brother, who of the two did absorb a bit of that culture, and is not coincidentally, fucked up, abusive, and misogynistic. He feels a sexual ownership over his sister, arranges a marriage for her, and even after her marriage, feels entitled to make decisions on her behalf. It is only after breaking away from Viserys that Dany comes into her own values. Having once been a mere object without agency of her own, she determines to save others from that fate and becomes an abolitionist. But because Game of Thrones gave viewers very little exposure to Targaryens aside from Daenerys, House Targaryen, in the eyes of most show watchers, is most closely associated with Dany and her freedom-fighter values. And as for Rhaenyra in House of the Dragon, being a female heir does not make her feminist or progressive, although it is tempting to view her that way when she is juxtaposed against Aegon II. Her "sexual liberation" was a lesson given to her by her uncle Daemon, a man who had an express interest in "liberating" her so that she would sleep with him, it was not a value she was raised with. In fact, she was very nearly disinherited for it, and was forced into a marriage with a gay man as a result of said "liberation." She had no interest in changing succession laws to allow absolute primogeniture, no interest in changing laws or norms around bastardy despite having bastards; she simply viewed herself as an exception. Rhaenyra's entire justification for her claim is not the desire to uplift women, bring peace and stability to Westeros, or even to keep her brother off the throne, it is simply that she believes she deserves it because her father is the king and he told her she could have it, despite all tradition and norms, and in spite of the near certain succession crisis it will cause. Whether she is right or wrong, absolutism is not progressive.
And let me just say, none of this means that you can't enjoy the Valyrians or think that they're fun or be a fan of house Targaryen. This insistence that Targaryens are the progressive, feminist (read: morally good) house seems by connected to the need of some fans to make their favorite characters unproblematic. If the Valyrians are "bad," does that make you a bad person for enjoying them? Of course not. But let's stop the moral grandstanding about the "feminist" and "progressive" Valyrians in a series that is an analogue for medieval feudalism. Neither of those things can exist under the systems in place in Westeros, nor could they have existed in the slavery based empire of conquest that was old Valyria.
#asks#sorry this got so long#anti targaryen#old valyria#viserra targaryen#house targaryen#hotd critical#asoiaf#hotd#game of thrones#valyrians were not progressive#or feminist#or sexually liberated
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We'll do it our way
Been reading a bunch of Humans are Space Orcs and the like, and got me thinking - what if when aliens found humanity and our level of technology and method of propulsion for space travel, they decided that since explosions are way too hazardous and risky, that they're just not gonna let us leave on our vessels (via BS alien magic space tech). As a sort of intergalactic rite of passing (and poor results in the past of elevating a species like that), we have to figure out on our own how to not blow ourselves up once in space. But humans can be spiteful. We "have" to go in a direction they want? Fuck that. Aliens put a dome around Earth so we can't leave? Okay, that's a clear and practical problem to solve. Let's fix that instead!
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It had been just over sixty local cycles since First Contact with Humanity, and exactly sixty since the Federation had unanimously deemed it necessary to position a Responsibility Barrier around Earth.
Through countless observation relays, mass field generators, warp inhibitors (and the less spoken of and even less used laser batteries), any vessel - outside of local communication satellites, unmanned research vessels, or suborbital test vehicles - were prevented from leaving the planet.
Upon discovering Humanity, the Exploratory Commission Fleet quickly discovered a very hardy, innovative, diverse, violent, and adaptable advanced civilization on the cusp of entering the interstellar stage. There was one problem. Humans used explosions. For. Everything.
Their orbital spaces were already littered with micro-debris from their regular ventures into the local system. Practically every type of propulsion utilized highly volatile solutions, and they didn't even pretend to hide or be embarrassed by their history of weaponizing, well, anything and everything to be frank.
Wars and violence were common among nearly all sentient species, but there was something… peculiar, about how nonchalant the Human diplomats were about their supposed "solutions" to "tragedies" of the past.
We explained to them the dangers of their methods, showed examples of what happens when such line of thinking, without discarding these explosive ways, leads to - impassable fields of junk around once well traveled planets, now isolated; hastily jettisoned parts causing mayhem and destruction years down the line; entire Habitation Stations and their occupants reduced to faint rings around their homeworld from an "unplanned ignition"
We explained why we could not simply give them our safe technology, as they have to on their own give up the irresponsible ways first, lest they turned what was once safe into yet another means to an end. They "said" they understood, but it was all too clear the Humans would not follow our advice just like that. Hence the Barrier. This really angered the Humans.
They said it was stifling, that it was barbaric to "imprison" them like that. We tried to explained again why, but they would not listen, but we knew better. This had happened before and we would not allow it to happen again. It was for the greater good of both the Humans and the rest of the Galaxy.
For nearly sixty of their cycles, Humanity continued to advance and develop and flourish. We watched them with excitement at every new avenue of research they steered towards, silently encouraged them to keep going with every failure. They were getting close in several fields, we could see that Humanity was on the precipice of the right track. Then, one day, with a slight shimmer enveloping the planet and an eerie silence on all frequencies, the Earth just… vanished.
The Humans kept their true activity a secret, only after careful analysis of seemingly unrelated and unremarkable records did we figure out they were investigating a long abandoned line of research by all others in the galaxy - interdimensional travel. But there were no other traversable dimensions. That had long been tested by everyone - you can twist and bend and cut through the ones we have, but you are always bound to at least one of them.
It remained a mystery as to what truly happened to Humanity. Officially it was called a tragic scientific accident on an unprecedented scale. Earth and Humanity were memorialized as a bright species with infinite potential, but a recklessness that would serve as one of the starkest examples in the annals of Galactic history.
Until, nearly a millennia later, Earth just… popped back in. Right where it would have been had it continued to orbit around their star, almost as if that's exactly what it had been doing.
There was only a memorial station close to its original orbit, and some small research outposts dotted around the local system - it was decided to not terraform or colonize any of Sol's planets or install major stations within the system, as both a sign of respect to the deceased and a warning to all about the dangers of foolish science.
By the time the scrambled and panicked messages reached the nearest Coalition world and a small squad sent to investigate, everything had changed. Not only did they find Earth and Humanity, they were met by dozens of the largest space worthy vessels anyone had ever conceived of let alone dared to construct; orbital shipyards that each would put the production capacity of whole planetary SYSTEMS to shame; and a defiant attitude unmatched even by the previously thought exaggerated tales of our brief history with Humanity before the Vanishing.
The message we received from the Humans was simple:
"Thanks for the advice, but we do things our way. Now, let's start over, from an equal footing, shall we?"
(more while we were gone)
#humans are space orcs#humanity fuck yeah#humans are deathworlders#humans are space australians#humans are space oddities#carionto#story
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