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tumblr tops will be real in 2 days. incredible

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society if people recognized that men can also have big tits
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girls who say ZOMG!!! O_o
a 2000′s internet rave girl who is also an eldritch horror. full of love and glitter 🌈💕
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Wild at Heart, Alienation of Affection (2017)
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ALRIGHT IT’S TIME FOR THE REFINED MAGIC SYSTEM MASTER POST
the magic system in lesbian deer story is super important to me, but drilling it down into a version simple enough for me to keep track of the details (specifically the details of what 50+ characters are all able to do with it) has been a challenge. and here is my best version yet! SO WE’LL GO OVER THREE MAIN ATTRIBUTES OF MAGIC: 1. AURA 2. MANIFESTATION 3. CLASSES
1. AURA
Aura refers to the seasonal element that deer is attuned to. each deer has two auras, Soul and Heart. Heart Magic is completely unique to every individual and isn’t gonna be discussed here, this is specifically about the universal systems that govern Soul magic.
the auras and their properties are: Spring - manifests as flowers and\or water, channels the power of creation. spring spells create objects that resonate with magic
Summer - manifests as heat\fire or light\electricity, channels the power of force. summer spells hit hard and deal damage, but often don’t do much else. the damage is sometimes mental rather than physical however.
Autumn - manifests as shadows or wind, channels the power of decay. autumn spells leave lingering effects on their target like poison, or disable targets by restricting their movement or abilities.
Winter - manifests as ice or fog\mist, channels the power of protection. winter spells create magic barriers, either to protect one’s allies or restrict the space of one’s enemies. winter magic is also well-versed in destroying barriers.
any deer can use any spell, but the way it manifests is determined by the deer’s Soul Aura. a spring soul using a winter spell would create a barrier of water, rather than ice, for example.
2. MANIFESTATION
Manifestation refers to the way a spell takes shape in the world once it has been cast, and there are four different types of Manifestations:
Movements - Movements are instant spells, they’re cast and do their thing and the magic disappears. ur magic missiles, or ur one-off barriers to deflect a single attack, or a gust of wind. those sorts of things. every deer is taught how to use Movements as they are the most fundamental of the Manifestation styles.
Wishes - Wishes are spells cast on an object or part of the environment (or in the case of very powerful mages, on other deer) that leave a lingering effect on the target. Wishes are often plainly visible, leaving a glowing rune that pulses with magic, tho hiding Wishes and using them as traps is possible. examples of Wishes include summoned objects the fire projectiles or can spy on enemies, or leaving a rune on an object that projects a hypnotic sound, or creating a magical barrier that lasts for more than just a single attack.
Declarations - Declarations are lingering spells cast on one’s own body. sometimes they can be physically transformative, but just as often they can simply be invisible boons that allow a deer to protect against damage or move more quickly.
Concepts - Concepts create a semi-autonomous projection of magical energy in the caster’s chosen shape that will automatically carry out the will of the caster without need for supervision. Concepts are the most advanced style of Manifestation and is uncommon, especially amongst lower level mages. Examples of Concepts would be summoned monsters that attack enemies, or conjured shieldbearers to protect the caster. Concepts can theoretically be any shape, but the more complex the shape the more magical energy is needed, leaving less energy for the Concept’s actual functions, so simpler shapes (often in the form of animals, small monsters, or regular everyday objects) are preferred.
3. CLASSES
Classes are what actually determines the spells a deer has at their disposal. the communities in each of the twelve realms of naravalon practice magic in their own ways, which have granted each realm a unique Class that defines how the deer of that realm see magic.
each Class has two (2) spells, one that is meant to get the caster in an advantageous position and closer to their win condition, and one that is meant to deal damage. skilled mages can of course use both spells for either purpose or both at once.
(AUTHOR’S NOTE: the spells are gonna get cool names later, right now i’m using names that are blandly descriptive cuz coming up with names is hard)
GEODANCER (Spring Elk, Doefawn) - Geodancers specialize in constricting opponent’s moves and getting in close to them to deal devastating close-range attacks.
Geodancer spells: Flora Control - conjures vines or roots to lash out and\or constrict opponents. Fissure - opens up a crack in the ground that explodes with magical energy, dealing damage and potentially knocking opponents off their guard.
SAGE (Spring Caribou, Aquaribou) - Sages specialize in gaining information and using their wealth of knowledge and stall tactics to inch their opponents into unwinnable situations.
Sage spells: Spy - conjures magical eyes that allow the caster to see from a far distance, and magically gain insight on whatever they see (the depth of this insight is dependent on caster skill) Gun - conjures a fucking gun. any projectile will do tho; Sages typically want to exhaust an opponent at a distance before\instead of getting into a close range fight.
HUNTER (Spring Peryton, El Doerado) - Hunters specialize in laying traps (often in the form of Wishes, as mentioned above, tho not always). they use subterfuge and hit-and-run tactics to either whittle enemies down with a thousand cuts, or ensnare them in an inescapable trap.
Hunter spells: Collapse - puts a hole in something. the hole can either lead straight thru to whatever is underneath\behind the object, or can lead into a void that the caster can control. Spikes - conjures spikes. fairly self-explanatory.
BERSERKER (Summer Elk, Elkborz) - Berserkers focus on dealing heavy damage as fast as possible. they hit like trains and move like lightning; the ultimate close-range physical class.
Berserker spells: Dispel - erases magic, cancelling the effect of spells or weakening opponents. successfully casting this spell requires equal or greater magic than the spell being dispelled, so it can be a gamble. Explosion - this spell creates a magical explosion that hurts very bad if u are hit by it. Berserkers are a simple class with a simple win condition.
PSYCHIC (Summer Caribou, Pandoera) - Psychics specialize in attacking the minds of opponents, either with silver tongues or with direct mental attacks. their spells are some of the most difficult to pull off, but some of the most powerful in skilled hooves.
Psychic spells: Mind Control - by making eye contact with another deer, the caster can whisper suggestions to them. even a deer that realizes they’re under the effects of this spell might find it difficult to resist the compulsion to obey the caster’s orders. Body Control - when an enemy’s mind proves too strong to control, Psychics can simply wrap their limbs in leashes of magical energy instead, controlling an opponent’s body like a puppet, or at the very least forcing enemies to strain to resist the control.
SNIPER (Summer Peryton, Golgondoe) - Snipers specialize in disabling or incapacitating enemies with precise, powerful strikes. often without even being seen by their opponents.
Sniper spells: Paralyze - an aimed shot fired at a deer’s limb can disable the target extremity for a period of time.
Needle Rain - a barrage of magical needles that pierce the opponent. in the hooves of a skilled caster, each needle can hit with the power of a wrecking ball and can be summoned a dozen at a time. (in the hooves of a less skilled caster, can still be very obnoxious)
FENCER (Autumn Elk, Sambara) - Fencers specialize in measuring the distance between themselves and their opponents, dancing around enemy attacks while poking the opponent with their own attacks to exhaust the enemy’s magic. often accompanied by a physical weapon, tho these weapons are enchanted and thus non-lethal like a regular spell.
Fencer spells: Dash - a quick burst of energy that allows the deer to move with blinding speed. different Manifestations can allow a deer to instead teleport to a previously chosen location, or swap places with objects or other deer.
Knockback - a powerful expulsion of magical energy that blows an enemy away across the battlefield, keeping them at a distance and leaving a lingering trace of magic that eats away at them over time (repeated castings make this lingering attack more powerful; the exact nature of it depends on a deer’s Aura).
ILLUSIONIST (Autumn Caribou, Freyndeer) - Illusionists specialize in trickery and deception, slowly destroying opponents’ minds by warping their perception of reality. skilled illusionists are often considered one of the most powerful classes in naravalon.
Illusionist spells: Mirage - a simple illusion, usually tho not always visual, depicting something that isn’t real in order to trick opponents.
Phantasm - eye contact with a target allows the caster to inject them with a bolt of magical energy that warps their perception from within; the target will create their own illusions without any need for the caster to know or understand them. generally these phantasms only last a second or even a fraction thereof, but a skilled fighter can use that time to great effect, and more powerful illusionists are capable of conjuring prolonged phantasms.
SHADOWCASTER (Autumn Peryton, Yggdrasika) - Shadowcasters are the tricksters of the autumn aura, specializing in using their control of shadows to wear down and disable opponents without ever being seen.
Shadowcaster spells: Shadow Manipulation - controls the deer’s own shadow, allowing it to stretch outwards, change shape, and interact with objects and enemies. skilled casters can also manipulate the shadows of other objects, and VERY skilled casters can manipulate the shadows of other deer.
World of Darkness - plunges the target into a pocket dimension of the caster’s creation, cutting them off from the outside world and leaving them in inky blackness with the caster. skilled casters can plunge targets in without entering themselves, or can bring multiple targets (friend and foe alike if need be) at once.
SHIELDBREAKER (Winter Elk, Fawndor) - Shieldbreakers specialize in tearing thru enemies’ defenses and devastating them with slow but powerful strikes. they prioritize preparation and knowledge of other classes’ magic (much like sages do). shieldbreakers, like fencers, often come with an enchanted weapon.
Shieldbreaker spells: Transmute - transform an object into something that benefits the caster. skilled casters can even transmute other spells to change their properties. many shieldbreakers are trained to be able to transmute barriers specifically, weakening them or rendering them useless.
Shatter - causes an object to explode into enchanted shrapnel (can also conjure a sphere of magic to explode when no useful objects are available, tho this takes time). mundane objects shattered by this spell will regenerate, but getting hit by shrapnel hurts. skilled casters can shatter other spells.
PALADIN (Winter Caribou, Roemania) - Paladins specialize in defense; they are the ultimate paragons of the virtues of the winter aura, protecting themselves and others with barriers.
Paladin spells: Barrier - creates a barrier of magical energy to deflect or absorb attacks. a simple spell at first glance, but an infinitely adaptable one; a skilled caster can imbue any number of unique properties onto a barrier to make it much more dangerous than meets the eye.
Encase - a thin, firm wall of magical energy fixates itself around the body of the target, keeping it trapped inside a barrier and restricting its movements and actions.
ASSASSIN (Winter Peryton, Stagliostro) - Assassins specialize in staying hidden until they can deliver a decisive finishing blow, using their mastery of the environment and sensory depriving magic to disappear from the battlefield and reappear only to claim victory.
Assassin spells: Stealth - obfuscates the caster using whatever elemental power that deer’s Aura allows. skilled casters can create a field of sensory deprivation that allows them to move with impunity while restricting what their opponent can safely do.
Magic Drain - siphons magic out of an enemy’s body and into the caster, weakening the enemy and strengthening them to cast more spells.
OKAY AND THAT’S EVERYTHING YOU NEED TO KNOW ABOUT DEER SOUL MAGIC! thank u for coming to my lecture have a great evening :>
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Invisible Inc. fandom starter pack
Just for anyone who might be new to it and poking around Tumblr:
Discord link (where the actual active community is at - if link is no longer valid, poke around the Reddit and Steam pinned threads)
Invisiblecaptions
Fanart archive
Meme blog
AO3 tag
Lore resources/research for fanfic and whatnot:
All banters
Agent pages (with each agent’s banter)
All fan-written banters
All datalogs
All loading screens + promo art we’re at it, with transcripts
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DANG! I HAVEN'T DRAWN ANYTHING SINCE SEPTEMBER!!!
I've got two new OC's, Axel and Devin. An angel and a demon hiding amongst humans. By chance, they fell in love, neither knowing they're from opposite sides. <3
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If monster girls/boys ever became real, posts on /r/relationships would include species along with age and sex.
“My (M21 Human) girlfriend (F22 Lamia) keeps shedding all over the house. How do I tell her that’s my fetish without being weird?”
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I genuinely thought I couldn’t love Eda anymore than I already do and Yet….//
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Accidentally took this screenshot today of Draco peeking and I laughed at it for a straight minute.
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made this comic after s1 but knowing in this new season we get to see amity with her hair down AND reciprocated feelings from luz..?? i'm not used to having my self-indulgent art be canon like this... :')
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(Thank you for your sweet message!) Okay, a cute request... Ponify Luz Noceda! (The owl house)
still got her gangly teenage legs and everything
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