#this isn’t to say i’d be mad but i think bloodlines creating chosen ones is pretty cheap
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I just cannot fathom biological family all of a sudden mattering in KH. It’s always been about found family with unconventional dynamics. Not a single nuclear family. If bloodlines do end up mattering, I’ll be curious about how they’ll spin it but I also think it may simply be a red herring. Ephemer wears a red scarf, after all.
#didi speaks#text#this isn’t to say i’d be mad but i think bloodlines creating chosen ones is pretty cheap#ofc with how much riku has grown it’d also possibly be validating for him???#like he always had it in him and this is just symbolic of that but idk#idk how to feel about it until we know for sure#not above simply going ‘that’s dumb but i can find things i enjoy abt it’#bc godddd brain and lauriam and ventus caring deeply abt riku is soooo good#friendships that last lifetimes are so god tier also ava and riku!!!!#part of me thinks ephemer died too young to have a kid and riku is his reincarnation or smth
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The Far Realms vs. Obyriths: Cosmic Horror in D&D
Shout-out, once again, to Afroakuma, from whom I learned most of the material I’m about to explain and with whom I’ve had many fascinating discussions about this topic.
It’s ya boi Vox, back at it to complain about RPG shit in an educational fashion again. Remember when I did a whole article about (evil) gods in D&D, arguing that they have more potential than to be used like supervillains? We’re gonna do that again, but this time with incorporating cosmic horror elements into your D&D campaign. Some of this advice may also be useful for games similar to D&D but for the sake of my own sanity I’m gonna confine myself to the one system or I’m gonna be here until my kids are in college.
This article will be broken down into three parts: an overview of cosmic horror’s origin and original thesis (in which we travel my favorite magical land, Full And Complete Context), a breakdown of the Far Realms in D&D (including older takes from late 2e & 3.5, how those changed in 4e, and their ambiguous state in 5e) & how you might use them for a cosmic horror campaign, and a breakdown of Obyriths in D&D and how you might use them in your campaign.
No discussion of cosmic horror is complete without some Content Warnings. Right up front: cosmic horror has its roots in extremely racist fiction, and I’m going to be talking about that straight-up. Also included in this article will be body horror, descriptions of mind control and mental corruption, supernaturally-induced madness, violence, and medical horror, among other things. This is a genre that hit the ‘fuck shit up’ button with its face on fuckin’ Zero Day and does that but again every time we successfully write something in it. Additionally, spoilers for some of Lovecraft’s work will be in here, with absolutely no tags and no warnings before they happen. You have been warned; do as thou wilt.
HP Does A Racism - Origins Of Cosmic Horror
Yeah, I’m about to be like that about it.
In the beginning there was Howard Phillips Lovecraft, an absolute garbage fire of a human being whose personal issues are such a knotted mess that I’m half-sure that the concept of the Ouroboros is just the echo of his bullshit reaching backwards through time. Like many authors of his time, Howie Love here was born into significant wealth, and while his education would be cut short (he had some manner of health problem in high school that ended his attempts at schooling) it was pretty high-quality, as it tends to be when you’re rich and white in the late 1800s. When he began writing his most famous body of work, Lovecraft had three attributes which would shape it: EXTREME racism, an incredible love for the works of Edgar Allen Poe, and every fucking phobia ever turned loose on God’s green Earth.
If you want to know more about that first point, try looking up what he named his cat; Lovecraft was so racist that even other racists thought he was too racist. Mother fucker was so racist that he wrote about the dangers of contaminating one’s bloodline with French-Canadians. His racism made it into all of his works in some way, shape, or form; many had themes of miscegenation, plenty included people of color only as deranged cultists of terrible powers, and as we’ll get into later in this segment the very racism that caused him to do these things also made him write the...let’s say ‘villains’ for lack of a better term, of his ongoing body of work as thinly-veiled stand-ins for white people.
No, really.
Lovecraft’s early work included a few short stories in the American Gothic style, the most famous of which is The Rats in the Walls. It’s a fairly classic story as far as those go, but Howie Love would soon abandon American Gothic for the genre he founded and defined: cosmic horror. Keep the racism and phobias in mind going forward, they’re about to become real important.
Howie Love Clowns On Himself - Themes And Thesis Of Cosmic Horror
While Dagon is generally accepted as the ‘first’ cosmic horror story, I prefer The Colour Out Of Space as the definitive example of the original thesis of cosmic horror at its most clean and clear (it’s also the work of Lovecraft’s that has aged the best; I highly suggest it if you haven’t read it yet!). In it, an alien presence - arguably but not necessarily an entity - crash-lands outside the fictional town of Arkham. Our narrator, a surveyor, coldly investigates the horrors that occur after and learns the sorry tale of a family destroyed by this alien presence as it blights their land, corrupts their bodies, and drives them to madness. The presence leaves, but not wholly; a fragment of itself remains behind, alongside the chilling possibility of a repeat performance.
The Colour Out Of Space, and indeed most of Howie Love’s work, was written at a time in the United States and the United Kingdom where human exceptionalism was the norm. Humans were not merely important, but special, chosen, exalted in nature and placed in a universe whose sole purpose was to be the stage for our domination. The Colour Out Of Space proposed a different idea: that we ain’t shit. Not only is humanity not exalted, but humanity is insignificant, existing at the mercy of fate, able to be casually annihilated at any time by forces we do not understand. It was a shocking proposal when it was published, and though the zeitgeist that gave it power has faded (most people realize we ain’t shit these days, can’t imagine how that fucking happened) it still resonates with many people.
The later works that defined the Cthulu Mythos would build on this theme, introducing powerful beings which claim dominion of Earth or of all reality. You’ve probably heard of most of them - Cthulu is the big one, of course, but there’s also Yog-Sothoth (The Dunwich Horror), Azazoth, Catboi Slim (Nyarthalotep), and many more, not all of which were written by Lovecraft himself. These beings are gods, or else so far above humanity that the difference is academic, and this brings us to the second defining theme of cosmic horror that Lovecraft would lay out, that of forbidden knowledge.
Protagonists in Howie Love’s stories have a tendency to lose their minds. Later authors would chalk this up to the idea that witnessing these gods or their works is so inherently horrifying that the mind simply snaps in their presence, or even that these gods are bound up in the concept of madness (this second one is a rather incompetent reading, not that I’m thinking of any PAIZO in particular that just ran with it in their RPG setting), but Howard’s own work doesn’t always bear that out. The protagonist of Call of Cthulu is not driven mad by that being - he is driven towards the brink by the realization that the Cult is still out there (and coming for his life), and that Cthulu will only rise again. Our viewpoint character in At The Mountains Of Madness realizes he has committed unspeakable atrocities on living beings much like himself by mistake, and that if further explorers come to disturb their slumber they will only repeat the same errors and lead to mankind’s annihilation. It’s not just that these ancient powers are terrifying or even that they are alien, but that to comprehend them is to understand that humans are so far beneath them that their attitude towards us cannot be thought of as ‘benevolent or ‘malevolent’, because we are beneath their notice, lesser in comparison than even a bacterium. In such a context, all humans do is consume resources better used by our superiors, and thus our existence is a profanity upon the divine. The only moral action, the stories argue, is self-annihilation; only ignorance permits us to justify our own existence to ourselves.
Sound familiar? Almost like this is the exact argument chucklefuck racists make about the existence of people of color, Jews, and anyone else they happen to not like? Yeah. This is the part where Lovecraft accidentally made himself the villain of his own work. Congratulations Howie, you played yourself. And since his audience was largely fellow white men also hard up on that whole racism thing, this idea of human profanity tapped a deep well of anxiety. I’m not about to argue that racism is over (it isn’t) and that’s why this vision of cosmic horror is less popular; indeed, it’s retained a pretty solid cult (heh) following, in part because the idea of such beings is inherently kinda terrifying. But I’d be remiss not to bring up the fact that this terror has its roots in racism, so...there you have it.
Other authors also built on the Cthulu Mythos, with Lovecraft’s enthusiastic blessing. These days their works tend to be mistakenly attributed to Howie Love himself, but that’s not actually his fault; they were published on their own, under their own authors’ names, and as far as we can tell Howard never tried to take the credit. These other authors had a tendency to substitute the indifferent divinity and corrupted humans of Lovecraft’s work with direct malice; their vision of these god-like beings was one in which they noticed humanity and did harm to it, creating a movement away from Howie Love’s original thesis (”human insignificance will lead to the unimportant and unmarked event of our destruction” & “seeking knowledge can only lead to self-annihilation”) during his life which only picked up momentum after his death. Indeed, most modern attempts at Lovecraftian horror mimic this overt malevolence, often without even lip service to the original thesis. It’s not necessarily an unworkable angle of horror, and it definitely has bones in with its origins; “God is real and He hates you personally” is a terrifying idea! But this movement away from the cold indifference of stories like The Colour Out Of Space definitely contributed to the current climate of...sloppy adaptations, let’s say.
Not that I’m thinking of any Paizo in particular.
So Should I Use Mythos Content Directly In My D&D Game Or What?
No, because I will cry and tell everyone that you punched my children and kidnapped my girlfriends.
More helpfully, probably not. The presence of other divinities, but especially evil divinities like Erythnul (Greyhawk) or Malar (Forgotten Realms) makes the thematics of cosmic horror pretty fucking weird. If you really wanted to, your best bet is to not use the published system of divinity at all (see the previously-linked article, up at the top of this one) and instead make Lovecraft’s gods the setting’s only gods. That means asking yourself some hard questions about clerics in your game world and possibly divine magic in general - that’s a separate article though - and even then you’re in for a rough row to hoe. D&D’s characters tend to be competent, dynamic, empowered - a far cry from the educated but otherwise fairly helpless protagonists on which cosmic horror tends to trade. Themes of futility in the face of incomprehensible beings don’t really make for good D&D most of the time, not when so much of the system (any edition, it doesn’t matter) is set up to create and reward cunning and heroic struggle. Classic cosmic horror, in the original proposed form, is not a good fit.
Thankfully, we have two solutions to give you what you crave in-house. Let’s start with the one that is somehow both the closer fit and the further fit.
You Have Fucked Up - The Far Realm Overview
Originally introduced in late AD&D 2e, the Far Realm as an idea hit its stride during 3.0/3.5 before getting a major rework as part of 4e’s cosmology, where it became the source of most/all aberrations. We’re gonna go ahead and pretend 4e didn’t happen, not because 4e is bad (and for the love of fuck please don’t start an edition war on my cosmic horror post) but because 4e’s cosmology just doesn’t really fit in with any of the rest. 1e <-> 3.5 is more or less coherent and you can beat 5e into line with a wrench and some harsh language, but 4e...well, anyway.
The Far Realms is outside reality. No, not in another dimension, we know what those are - those are the Planes. It’s outside reality; it is Somewhere Else. “It” is probably even the wrong term, since by definition any place (”place”) that isn’t the multiverse as D&D knows it is the Far Realm. To paraphrase Afroakuma, if the Great Wheel is a Lego brick, the Far Realm is a giant squid; if the Great Wheel is a bowl of Fruit Loops, the Far Realm is the theory that intelligences from Pluto rig the results of major sporting events. The contexts are not compatible. These two things do not go together in any way. Combining the two can only end in sorrow and woe.
So mortals try to combine the two all the time, because we’re dipshits like that.
Every now and again, some truly, monumentally stupid person - usually but not always someone inside reality - breaches the skin that contains reality inside itself, and lets in the essence of Outside. This is a phenomenally bad idea; the immediate result is corruption in both directions as the essence of each form of reality bleeds into the other. Both attempt to ��scab’ the breach, translating the foreign substances and beings into something more like the reality they have moved to. If a breach happens, there is one of three outcomes. If you are very, very lucky, no being on the other side notices the breach, and you’ve ‘merely’ blighted and corrupted a vast stretch of land, tainting it with something sort of like, but not enough like, Chaos and Evil for millennia to come - maybe even forever. If you’re not lucky, a being on the other side notices the breach and acts to seal it, the ripple of which causes you to not have a nation or continent any more as said corruption absolutely consumes the lands in which you live. And if you are phenomenally unlucky, the being on the other side is just as stupid as you are, and it comes through. The last time that happened the original Gnomish pantheon got murdered. Their homeworld doesn’t exist any more.
There is no ‘good’ outcome. This is the repeated and absolute theme of the Far Realms; whatever your reasons for getting involved with them, whatever you wanted, whatever you were seeking, you don’t get it. Mortals fuck with the Far Realms because our inability to comprehend them leads us to think of them like things we can experience. The scabbed-over beings we meet that are from there (Psuedonatural creatures; see the Alienist prestige class in Tome & Blood and Complete Arcane, as well as the bigger version in the Epic Level Handbook) are Chaotic Evil because that is how reality translates them. They aren’t Chaos, they’re another reality, and their unwilling and unwitting corruption of all around them gets redefined as Chaotic Evil in order to reduce their damage to all of existence to a manageable fucking level. Were you seeking the Far Realms in order to harness power for great change? Get fucked, you can’t control what happens. Were you seeking magical power? Get fucked; the reason people go mad when exposed to the Far Realms isn’t just that the knowledge they gain makes no sense, it’s that the complete lack of context means all of the stuff you killed and stole and lied and cheated for is more or less completely goddamn useless. Trying to escape existence for some reason? One, death is faster, but two, hope you enjoy suffering the entire time you die - and that’s if the breach stays open long enough for you to be able to enjoy death as a concept before you get sealed away in a place where mortality doesn’t meaningfully exist.
You don’t get what you want. This was a bad idea. You fucked up.
5e, the most recent edition of D&D, mainly continues this trend. It has suggestions of the lazier interpretation of Lovecraft’s work tied to the Far Realms, which I heartily suggest you ignore, but some of the other ideas are phenomenal. The Great Old Ones Pact for Warlock has one in particular that I like quite a bit, which suggests that the Warlock-to-be created an unintended connection to a Far Realms intelligence and gained power against both of their wills and possibly without the intelligence in question even noticing. You don’t need to change a lot in 5e’s run to bring out the extant themes of the Far Realms - though admittedly this is greatly assisted by the fact that 5e barely has any Far Realms content to begin with, so there’s not a lot to edit. That also means there’s not a lot to use, so if you want to use Far Realms stuff in 5e you’re gonna have to get ready to spend a lot of time making your own. Which brings us to...
Who The Fuck Funded This Research?!? - Using The Far Realms In Your Game
Considering that all-important theme - “this was a bad idea” - the Far Realms are likely to be antagonistic in nature in your game, even if ‘antagonistic’ isn’t the right term. Published adventures have used Far Realms content as a sort of backdrop (Firestorm Peak comes to mind here) before, and you can easily make Far Realms creatures a more direct problem for your PCs by centering the campaign around a cult or research team attempting to cause a new breach. This could be a great time to engage with player-side themes such as the ethics of magic use, the cost of power, and the burden of responsibility for said power, assuming your group is down for it. Even if they’re not, horrifying monstrosities that by definition have no place in this universe are great to kick in the head(s).
What motivates people to cause a breach? Mainly stupidity, but the special kind of stupidity you only get when someone is highly educated and deeply intelligent. For awhile, in the real world, there was a burst of designers making D20 heartbreakers - successors to D&D 3.5 meant to fix its many catastrophic flaws. Each person thought they had it, the secret to make the system they both loved and hated finally function, and they were all wrong. Causing a breach into the Far Realms is like that. Every sign points to it being a bad idea. Reading the research and spells of the last people who tried it reveals that it’s a bad idea. All of the diaries and primary sources of those who did it and those who stopped them say it’s a bad idea, but that’s okay because I, Wizardhat von Dipshit, am not like those fools. I will be more careful, and the power to reshape the Planes will be mine!
The easiest way to make Far Realms creatures for use in your campaign is to start with an existing monster and fuck it up; rearrange its abilities (adding or emphasizing mental attacks and psychic damage, if you can), alter its physical form, and generally just make that shit wrong and fill its blood with spiders. If you want to get more alien from there or make something original, the best guideline I can offer for you is that aboleths were the result of Far Realms taint in the beginning of this reality (it’s telling that the closest thing reality could translate their progenitor into was a Greater Deity).
No one wants power for its own sake, of course, but what your antagonist actually wants is more or less irrelevant because the important bit is that they had every chance to know better and they’re about to make this bad decision on purpose anyway. This is how the Far Realms brings out cosmic horror themes in a heroic context; power that is beyond both mortal comprehension and control, which has no place in this reality and recoils from us as violently as we recoil from it. Like Lovecraft, whose stories revealed a deep cynicism about knowledge and science, your antagonists will be erudite individuals whose ruinous plans are only possible because of what they have learned and, in turn, chosen to ignore. If nothing is done, unstoppable catastrophe will be unleashed, and with it will come madness and desolation. If only some heroes were on hand, eh?
The disconnect the Far Realms has from classic cosmic horror is also the source of why they fit; they don’t belong here. In Lovecraft’s work, it’s humanity that doesn’t belong - we are a blight upon the rightful property of higher beings. The Far Realms are instead an intrusion, something from Elsewhere which doesn’t want to be here as much as we don’t want it here. That helps those classic cosmic horror themes work much better in this context, but maybe you’re looking for something else, something from here. Do the Planes have cosmic horror from within the shell of Reality?
Yes. Oh yes, they do.
Ancient Evil Survives - Obyrith Overview
In the beginning, there was war.
The primordial War of Law and Chaos is the greatest conflict to have ever rocked the Planes. It was so destructive, so all-encompassing, that it consumed entire Material Plane worlds, reshaped the nature of the Planes themselves, and is still happening, even now. It began in the early days of the Great Wheel and was prosecuted by Chaos, led by the self-styled Queen of Chaos, over a single question: should reality be real? Should effects follow causes, should gravity exist, should fire burn and light reveal, should things age and die, should...
The forces of Law said yes to these questions and fought to establish and maintain an order and logic to reality. Chaos fought for an unbound reality, one in which each individual would be completely free to express their own true essence as tangible changes in the existence around them. The War was never truly won or lost, but the imprisonment of Miska the Wolf-Spider broke the backs of the Chaotic coalition and brought the War to a stalemate of sorts, in a reality which, if not dominated by Law, is definitely Law-leaning. Mortals are familiar with the terrible demons used as footsoldiers by the Abyss, the Tanar’ri, who reign yet in that terrible place. But it was not the Tanar’ri in command of Chaos, and not the Tanar’ri who prosecuted that terrible War. Indeed, the beings we now recognize as demons rose up against their creators, the Obyriths, after the imprisonment of Miska. They overthrew the Obyriths in a great slaughter and replaced them as the dominant exemplars of Chaotic Evil.
The Obyriths are not dead. They plan, and they wait, and they wage war and slaughter upon their wayward slaves in the Abyss. Every last one of them burns to reignite the War and achieve their vision of unbound reality, free of the wretched Law and all too weak to survive without it.
Prisoners Of The Flesh - Obyrith Nature
So what are Obyriths? The easiest answer is that they’re demons - the first demons, in fact, which preceded the more famous Tanar’ri (when you think of demons in D&D chances are you’re thinking of a Tanar’ri), and while this answer is entirely correct it is not the whole story. Tanar’ri are famously Chaotic Evil; they revel in corruption and destruction and are driven to maliciously annihilate or taint all they come across. A demon army marching across the land will stop to personally kick every puppy between point A and point B and they will absolutely mutiny against you if you try to stop them from doing so. What is good and pure must be soiled; what exists must be made to not exist, its foundations shattered, its virtues turned against themselves, its values abandoned. Tanar’ri respect only raw might, and only as long as they think they can’t defeat it.
But Obyriths, their progenitors, are Evil Chaos.
Let’s have some examples. This little guy is a draudnu, a kind of Obyrith made from the bones of chaotic celestials which post-dates the ‘end’ of the War by a pretty significant amount of time. They’re on the weaker side for Obyriths.
(You’ll find this boi in Monster Manual V for 3.5 incidentally.)
Take a nice long look. Really take it in - because that’s not the draudnu. That’s the prison of flesh, the scab, that reality has forced on the draudnu, that the terrible Law has locked it within. The actual draudnu looks like it’s inside me God it’s inside me I can feel it growing and twisting it HURTS get it out, it’s seeping into my blood it’s inside me it’s INSIDE ME -
Let’s have another example. This is a sibriex, recently re-published in Mordenkeinan’s Tome of Foes for 5e with no mention of Obyriths, which is a damn shame. They were instrumental in defining the forms of the common breeds of Tanar’ri.
Fun, right? But again, that’s not a sibriex; the actual form of a sibriex is perfection. Absolute beauty and grace. I am nothing compared to this perfection. I am no one in the face of this perfection. My existence can only profane this perfection. I must serve the Perfect One. I must let it remake me and reshape me, I must appease it, I must make amends for the crime that is my trespass upon the reality made for the Perfect One.
Those two are ‘common’ Obyriths, examples of that race of demons which have peers who are much like themselves, but the Obyriths still have extant Demon Princes. The Queen of Chaos is still alive and nursing her ancient hate. Pale Night’s true form is so profane that reality cannot stand its existence; when she reveals it to you, the multiverse destroys your soul so that knowledge of her truth does not exist. Obox-Ob, murdered by the Queen of Chaos, yet exists as an Aspect of himself - and the Planes live in fear of the rise of the Prince of Vermin, whose truth is agony, rot, and corruption, such that even if you magically remove memory of it from your mind you continue to die from the soul outward.
And Dagon plots within the depths of his palace, sponsoring and advising Demogorgon - the Prince of Demons - and contemplating unimaginable lore of evil. The Demon Prince of Depths looks like this.
This is the form carved on blasphemous altars in the depths of the oceans, where sunlight has never reached. This is the form worshiped by mortals who delight in corruption, destruction, and fear, who dream of a sea where vision is a distant memory and predators hunt by the scent of blood. It is the form sought by those who lust for ancient lore, kept in places far from mortal sight and utilized by an evil older than many gods and mortal races, a form whose mere touch can taint a body of water, mutating & mutilating all within and unleashing their fury, their terror, their slaughter, for ages to come. And it is not Dagon. Dagon’s true form, imprisoned within that flesh, is I’m drowning in the cold dark, I can feel my bones breaking, my eyes are bursting, I’m blind and I’m drowning and I can’t die, my lungs are gone, the water is seeping into my blood I’m drowning and I just want to die make it stop I’m DROWNING.
It’s telling that witnessing Dagon’s true form, his Form of Madness, can give even creatures that breathe water, or which do not breathe at all, crippling hydrophobia.
The true forms of Obyriths are not flesh or matter; they are not, by nature, Material beings the way other Outsiders and mortal things are. Their true forms are that you, personally, are going mad. You, personally, are being assaulted, violated, and infected; you, personally, are being victimized, corrupted, consumed, and betrayed. Imagine if the act of pouring flesh-eating beetles into someone’s eyes had a personality, will, and desires - not the person doing it, the act itself - and that’s an Obyrith. They are evil because what they are is evil, much in the way Erythnul is evil. Unlike their creations, the Tanar’ri, Obyriths aren’t in it to kick every puppy that has ever existed. They want to throw off the yoke of the Law and release their unbound forms. They want an existence of darkness and isolation in which all beings are free to express their true essence to the limit of their might and their will.
They just wanna be themselves.
No matter who has to die.
The Foes Of All Reason - Using Obyriths In Your Campaign
Do you enjoy life’s little conveniences, such as cause-and-effect, linear time, predictable & observable physical laws, not having your body boil away beneath the agonizing will of some random asshole, and the capacity to recognize patterns in nature? Then Obyriths are your enemies. As demons, Obyriths can be summoned and are thus easy to use in the sort of ‘guest star’ role that Tanar’ri are often used in, even if it takes a moon-sized pair of brass balls to decide you can contain one. However, this use - while valid - is not a good way to bring out their cosmic horror themes, and since you decided to read an article about cosmic horror in D&D this far down I’m going to go ahead and assume you’d like to do that.
As one of the Planes’ most ancient and active evils - arguably the most ancient one that hasn’t died or otherwise fucked off - Obyriths are absolutely prime for campaigns that deal with ancient lore, primordial conflict, and unreality. If you like the idea of long-burn plots by masterminds with the patience of aeons, Obyriths are definitely for you. For an example of one such story, check out The Tale of the Whale, written by Afroakuma. The downside to using Obyriths in this way is that if you want to do so in canon settings, you need to be prepared to do some absolute fucking deep dives on the lore, which may require access to books or PDFs as far back as 1e & 2e. If you’re using your own setting this problem is lessened, though at that point you do have to manage to sell the ancient nature of such beings in a way that makes them feel suitably eldritch.
For more...let’s go ahead and say modern for lack of a better word, takes, keep in mind that Obyriths are not Tanar’ri. They do not scheme to overthrow the government of a nation; your pale, fleshly shadow of the Law is nothing to them. The plots of Obyriths upend the Laws which underpin reality itself. Could the great contract that details the alliance between the tribes of Men and Cats be found and perverted, turning each against the other in all reality? Could the insects of this realm be infected with the essence of Obox-Ob so that the Demon Prince of Vermin can feast on mortal souls and effect his own return to power? Could a bridge linking the Deep Ethereal to the Abyss be constructed, permitting the sibriexes and their master, the Prince of the Chrysalis, to shape new slaves from the very essence of raw Potential? Obyriths pervert what is and should be, not just because it suits their end goal of chaos unbound, but because corruption and violation is their very nature. It’s how they think, how they move, what they believe in, love, and value.
Obyriths have a lot to suggest for them when it comes to cosmic horror stories in D&D’s context. They bring out direct themes of madness, terrible truth, malign alien intelligence, and reality-unreality. You can comprehend their motives and even their nature, sort of, but their end goal is completely alien to mortal beings; the reality they want would be completely unrecognizable to the denizens of the current one. They are evil as mortals understand the concept, but not in a way that matches or even relates to their peers, which means they act in surprising and unpredictable ways.
All of this of course damages their ability to fulfill the classic cosmic horror thesis, but there’s something to be said about the idea that an alien intelligence, to be horrifying, needs something humans can attempt to relate to. It certainly makes writing for them easier.
If you’re using Obyriths in 3.5, you’re set to go; look for them in the various Monster Manuals, as well as Fiendish Codex. If you’re attempting to use them in Pathfinder, good decision but you’re gonna have some stat block converting to do. Trying to use them in 5e is gonna be the absolute bitch of a job, and I’m not sure where to even start on those suggestions except to note that the signature trait of Obyriths - the thing that makes them them, mechanically - is a Form of Madness ability, where they reveal their truth to their victims. Forms of Madness are mind-affecting abilities which hit all non-demons near the Obyrith, tainting them in some way. You can see some example ideas above, and the ones from 3.5 in the published books I just mentioned, but here’s hoping I can find an expert on 5th Edition’s mechanics kind enough to lend me a hand here.
I hope this article proved helpful to you! As with all of my work, questions and critique are welcome. Thanks for reading!
#D&D#planescape#far realms#demons#obyrith#cosmic horror#body horror#advice#I'm Not Sure How To Use Tags#reblogs welcome#critique welcome
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YOD the Ending configuration. 📐
•yods are normally described as an omen in ones chart purely because of the immense power and energy that resides in one. Often times many tyrants Through our history including many nazis have had this configuration. But what is often misunderstood is that yods are not malefic per say they are more like an active destiny. Yods are the arch angel configuration because it shows a destiny to change the world, or be its sole downfall.
- when you think about a YOD configuration I don’t want you to think Superman. I want you to take a moment and look at the character Bruce Wayne. Someone who for better or worse had his world snatched from him at a young age—watching his family die right before his eyes. Growing up in the shadows, alienated. From his earliest moments it was as if destiny was putting him along a path—a direction that many wouldn’t have been able to take on so early in their years. Bruce was left with a choice, a choice that ironically that never ceases to demand from him. To expect of him—to test him. Bruce had the choice of seeking revenge, seeking to ruthlessly annihilate his oppressors, the evil in the world in the same manner evil took from him he could’ve retaliated. Yet Batman was born. Bruce made a choice to stop the evil in the world but to do it his way—to rise above the same darkness he festered in. By no means is Bruce a hero by normal convection. He’s an anti hero—an arch angel if you will. The angel who’s seen the madness of man, the angel who lives amongst us—flying through the shadows we fear.
* People with yod configurations Carry a heavy level of fate in their lives, the chosen ones so to speak. But the nature of the yod leaves much to be determined depending on the circumstances and the individual involved. These natives will always feel their power—the deep brooding intensity like a violent thunder strike coursing through their veins. People with yods have died many times in their past lives—some deaths violent, some deaths as martyr, some deaths as he villain and some deaths as their idea of hero. But through their endless deaths the were walking closer and closer to their own destiny—the flames of tribulation.
•angels and devils: Now the yod formation in ones chart places a higher emphasis on life and death. And due to its inherited influence often times found in families specific karma can be linked and what’s more it can point to “blood jumping”(this is my phrasing for saying its lives and spiritual transfers from family member to family member—starting with the original starter of that bloodline. I’m most cases this is linked back to the very first living to originate your blood line per say.
An example would be if ones great great great great great grandfather was a man of war—a king of sorts whom had the responsibility of many, but in his madness and possible greed he decided to forsake his people to achieve and even higher end. But his life was cut short—maybe even by the same people he betrayed. His sins and his actions way heavily on his family linage as his actions are passed down almost like a cycle this pattern continues from kin to kin—the ideology of betrayal to meet ones own desires. Let’s say in the case of a child from that bloodline born in this era they would find that they may have this focused energy this drive to reach the top, they may find people easily follow them—seek them out and even somewhat readily follow their command. They easily rise but they meet many continuous test and trails that bring them face to face with patterns from their past. The find themselves in positions where they are very much so having to betray someone in order to reach a higher level but they are also presented with the choice of letting go of their position. They’ll be put in positions that test their loyalty—their integrity. They’ll have a group that looks to them for guidance and they’ll be tested on wether or not their intensions are pure of heart.
- What happens once the destiny is defeated? Well yods have a great power dare I say it’s the more powerful configuration one could have in their chart—because once truly manifest one not only is capable of creating their own living karma but they also rewrite a cycle so to speak.
- The more yods you have in your chart the more likely you are on your last reincarnation in this life—and the more yods you have the higher stake your destiny.
- People with yods don’t have an ingrained fear of death, and may always have this feeling of never really being “here”
- People with yods have the ability to tap into skills and talents from their previous lives in an unconscious manner.
- People with yods can have flashes of intuition as well as visions from lives they’ve lived from no where—sometimes in fragments and sometimes as dreams/day dreams.
- Yods that are manifested from men in the blood line often include the masculine planets. While yods manifested from the women have more feminine planets and houses being present.
- Yods before they are matured/yods that are misguided are and can be dangerous people and one example of someone misusing this grand power would be hitler.
- Yods that are manifest can make someone seem Erie/they can have a presence so overwhelming that you may feel looked down upon or deeply seen though.
- When people have many yods in one generation it usually means something big is going to take place in that particular era.
- peole with yods particularly when Pluto/urnaus/Saturn/Lilith and mars are involved can experience death at a young age or loss. In some cases these natives can have flashes of visions and dark thoughts that can seem unlike them. Darkness runs heavy in them but it’s not something “evil” it’s a darkness that shrouds them as if they grew up in it but it’s a darkness where they are the light floating about in it.
- great caution is advised before taking on the karmic debt of a yod as it can often bring to the surface very old karmic family baggage and seemingly begin to act out in your character if you’re not completelyof sound body and mind to take on such a task I’d strongly advise you hold off on it.
- yods act out most often during Saturn returns, and depending on the person you have three moments in which your yods will feel most powerful.
-yods aren’t all bad! And they can give someone a insane amount of strength even more than most people and no productivity isn’t limited with a yod in fact people with yods have a wild amount of vitality and luck usually as if someone above is guding and protecting them on their journey.
Yods on 1st/7th house axis: your karmic lore is a tale of manipulation/and love in the arena of war. Their can be a past of violence. Raw and primal instincts—and the obsession of the self. A life lacking in sympathy and a life that was sought with ones strength rather than ones heart. Their can be issues of romance being sought after in Malicious intent. Marriages that may have had a tragic and sometimes scaring affect on the family. Love lost and devastating love affairs. In this life it’s up to you to find a healthy balance between the “you” and the “they” to find love—yet also to protect it. To create love that is not only sought after for pleasure or to achieve something better. To live life pure of heart and rise above your animal.
Yod on the 2nd/8th axis: the interchange between security and the material—sexual blockage and mis used sexual exploitation. Sex trafficking and a history of rape. Sex as a means to subdue. A history of gluttony. Their could be a karmic past of dark crime and riddled deceit. Often the bullheaded/pleasure seeking persona runs deep—and even to a fault the darkness seeped in the psyche shows a history of being tormented—and being the one tormenting. In this life the destiny brings to the table many choices—will you look to the light? Or shall you let the shadows consume you? Will you let go of the Possessions or will you let them devour you instead.
Yod on the 3rd/9th Axis: snakes/and dirty liaisons. A life riddled with strife—manipulation and selling out. The words often had gregarious consequences. Using your mind was often as a means to take—to control and to get in top—the mind was incredibly sharp—able to entrance a nation, quiet the skies—and bring upon the downfall of the heavens. In this life your destiny manifest as the battle between truly moving past words and speaking though actions—finding some of the human in your speech and not seeing humans as chess pieces.
Yod In the 4th/10th House: the ill mother—often this yod configuration can mean a plethora of things. The fallen women archetype—or the warrior women archetype. The women of the family were strong of will—even at times to an insatiable degree. They craved dominance and to be on top of the world-they found power in their femininity but also met much opposition because of it. Men in the family were ambitious—often obsessed with eating the competition alive. Their is always a nurture v kill dynamic Presented. Now one is faced with the concept of healing the world—or taking it by storm. To wrap your hands around the weak or to punish them for it.
Yod In the 5th/11th house: a life of the dramatic performer—and the rebellion is present here. The life was riddled with poetry in excess, the grand show but also complete self idolization. Pride to the extent of stomping on others—truly animalistic behavior for the sake of reaching ones goal. Whilst also upturning the concept of stability and foundation—crowd power but abusing it to ones own ends. A history of being betrayed by groups. In this life one is often faced with charity—and moments of pity—they must learn to give without expecting to form bonds but to be weary of their intent.
Yod In the 6th/12th House: this is much like the signs involved a sacred yod. This is a meeting between the living and the dead. The past life was often fought spiritually—monasteries-and a loss of ones own well-being. A life of stagnant yet loose grasp of the world is present in the bloodline. This is very much so an arch angel indication and can bring constant trials relating to the very life in ones body constantly feeling like it’s either on the brink or seemingly a passing specter. In this life one must ready themselves for the grand cause. Unlike the other yods it’s unclear what the final destination for this yod is.
- As a final note, yods that are pointing to multiple houses still carry the themes above and these are just a brief overview of what could’ve been the past life carryover as really only you can connect your karmic debts not I. Yods carry a great evil and they also carry an immeasurable good. People with yods are not the devil nor are they god. They often feel this tug of war between being neither of those things. They are merely something in between and wether or not they choose a side or wether they don’t they have a heavy weight in this world.
•pay attention to the where the hand of god is pointing in the chart! The houses that the legs sit in shows the trials that will be engaged and where you will be able to find the tools necessary to unlock the yods abilities. Know this, the more you unlucky your yod the more you will change—acknowledging your yod is one thing but harnessing it is a very powerful experience—one that will see the death of who you are and the birth of something unlike anything you’ve ever been.
#Yod configuration#1st house#2nd house#3rd house#4th house#5th house#6th house#7th house#8th house#9th house#10th house#11th house#12th house
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