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miniaturethingdestiny-blog
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So Basically just Ted Fero's "plan" on a plant wide level?
my sincere apolocheese was going down on the worldbuilding of the av*tar movies again and realized that mr cameron was so focused on the Noble Savage Who Does Not Do Evil Technology writing for their religion he forgot to add stuff like. Do not harm each other or living things in general
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So I'm inspired by a Lancer lore Video below about the many colorful (fictional) political movements in the Karrakin Trade Baronies (basically the Technofeudal faction in the LANCER TTRPG setting)
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Which inspired me To jot down some rough garou equivalents in the Context of the upcoming WtE setting, which are as follows:
Crown Tribe: So this political movement basically wants one tribe to directly rule all the tribes of the garou nation or outright disbanding all the tribes to merge them all into one supertribe or kingdom. Of course, this is an extremely fringe movement among all the tribes for a verity of reasons. Mainly the complex logistic need to put the idea into practice is beyond the nation even at the best of times, most tribes simply isn't open to the idea in the first place, it would leave the nation venerable to a decapitation strike by Pentax or other servants of the wyrm and there simply no consensus on who should be a theoretical king.
The Sliver Fangs the tribe is stereotypically associated this movement due to the arguable legitimacy provided by the Sliver Crown. Of course the supporters of this movement have been pretty quite since it lost in the deep umbra alongside Albrecht after his sacrifice to seal the storm eater. This doesn't stop some crown tribes to back efforts to scry for location of the lost crown and Albrecht and some have clamed to have contacted directly, although most were proven to be lies or efforts by the wyrm servants to mislead them. The glass walkers of all tribes have some believers of the Crown Tribe theory, basically they believes that they're mastery over technology could solve and/or make up the many shortcomings and possibly even surpassing the Sliver Fangs, (really putting the Tech in Technofeudaluium) the Glass Walkers tribe's official stance on this is that those afrmentioned are purely fringe elements and won't condone they ideas (especially if it involve the pats the involves them being better candadate than the sliver fangs), though this still spawn some rumors about they loyalties to the greater westcon… Talking about rumors one shouldn't touch on the many colorful theories surrounding the shadow lords many plots to become the crown tribe, with they're role in the founding of Eastcon being seen as the first step of they're latest plot…
Tribal separatists: They believe of those garous can be summed up simply that the nation has failed for various reason and they decide to leave it. This poetical theory is on the rise after the Apocalypse. Though the fact that most of cearns are blown up during said Apocalypse and the rites needed to create them are rendered useless raise some doubts on the practically of the concept. Well that's before the discovery of the shard seeds…
The Only tribe that really separated from the Nation is the Red Talons though they're current state after separation is held by some for what a example of what a tribe shouldn't do not to do when leaving the nation (Like having control over at least one Cearn before leaving the nation…). The Stargazers has also considered leaving the nation before they ultimately they joined up with the children of gaia though some stargazers did defect to the beast courts before the moon bridge network collapsed.
The WrymFighters: If a political movement can be summed in a simple sentence, it would be the following: "the Wrym doesn't care about politics, so neither should we". This political movement believes that that the garou should focus on what the garou was born to do which is to fight the enemy of gaia politics (especially human) be dammed. It's arguably the "default" political movement of the garou for the majority of they history. Of course many tribes through the ages have very different standardbreds on what's "non political" and "it's discacts from gaias mission" is a distressingly common excuse for elders to crack down on progressive movements in the nation.
Most of the tribes in the Western Concordat subscribe to some variant of the WrymFighters with the main holdouts being Sliver Fangs, Get of Fenris and Skysingers though they has taken some steps to Liberalization under the direction of the now absent king Albrecht while his son and defacto regent Jason are expected to continue he's father's policies there's still some concerned that he may lack his fathers charisma and will to sway the more consultive elders and thus be pressured to appease more traditional wing of his tribe. Meanwhile the Get well known for they efforts to separate themselves from human politics in response to the actions of a creatin sept. Though there are argument that some of they actions to that separation such as septs forcibly isolating all of they members garou and kinfolk from the human influence can be seen as gross over-correction, Along some other darker rumors surrounding the tribe. Still one should hope all the Get will stay vigilant, least they tribe goes down a path both they and the nation would regret.
Progressives: This is a blanket term for the many progressive movements throughout the Nation's history that faced varying level of favor and resistance depending on the time frame, tribe and current hot button issue throughout the nation. In the post it's tech usage and by extension the garou's response and relationship with humanity as whole, currently kinfolk and warborn rights.
The Eastern Concordat as a whole are all made up of the more progressive tribes in the nation are mainly focused on granting more rights to both kinfolk and Warborn while the Western concordat tribes by contrast are much more conservative with they views with two major exception. The Get of Fenrir which are competitively more egalitarian view with they knfolks though some of they detractors would say it's closer to social darwinism due to high standards some septs hold they kinfolk to. Though if a kinfolk actually met said standards are treated a true Get no matter how thin they fera blood are while the Glass walker are one of the progressive tribes on the matter of tech usage while on the matter of kinfoik rights well... "One shuffle forward, one skip back" is a common saying among the glass walker kinflok for a reason... It's suspected that they spotty history with the kinfolk is partly the reason the glass walker ultimately withdraw they support for the Eastern concordat and joined Western Concordat and it has cause some level of discontent with some non corporate septs and younger garous whose views are closer to east cons, while it's mostly just grumbles from some garous dissatisfied with they leadership it could just as easily be a start of a schism in the tribe.
The VeilBreakers : As it said on the tin this political movent believes that the Veil one of the most important tenant of the lantry is actively impeding the garous mission and should done away with. Either so the nation can openly mobilize all they warriors to fight the forces of the wyrm in open battle or more recently allow them to show humainty the true extent of Pentex's crimes and inspire them to take action against them.
There are VeilBreakers in both concordats. Most of them were quickly dissuaded by they Elders before they can do something truly drastic. Though some of the same elders do have plans for if/when the Veil finally falls...
AN: This is written for Werewolf the Essentials Fan edition in mind but feel free to modify the lore and names for your own games and even forsaken if you feel like it.
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Mood board based on AEF the firelock 198x war game setting.
You can find the pre alpha rules here: https://drekfortmdc.neocities.org/
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Play as a werewolf den mother in a 2D platformer roguelike. Master powerful combat abilities and free-flow movement to slay bosses, destroy hordes of enemies and return to your secluded Wolf Den between levels to craft and upgrade.
-Summery from the games steam page.
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Honestly I think doomerism is a mite reductive. I think most people is just disconnecting all the bad things in the world by sub continuously treating it no different from any other pieces of media that they consume, content on being an audience.
There is a sort of sad hilarity to how Werewolf the Apocalypse exposes people's indifference towards nature, thinking environmental preservation and such is childish and naive or just outright nihilistic doomerism. I have seen so many takes that boil down to a refusal to believe things can be fixed, feeling fixing things in fantasy is unrealistic or don't want things to be fixed at all. Or they ask what is horrifying about nature and its loss ("Hippie Horror")? Wanting personal horror instead. And often, these reactions are very telling.
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Well that's because the sequels protagonist is basically solid snake clone (well not clone is the Les Enfants Terribles sense, just a extremely similar character in a different universe) that's a newly turned garou that cahal's daughter adopted as sort of a younger brother.
Like I picture the ending involves cahal and the protag having obligatory MGS third act Fist Fight on a platform suspended over the silver lakes of Erebus and his daughter join in if he made it through the torture sequence.
Also I'd rectcon the whole thing taking place in the project moon universe, mostly because of Canto 6.
Tried playing werewolf apocalypse, god it's rough. They really just shat this out huh
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Well I got a idea on how the sequel could improve things. /S
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Tried playing werewolf apocalypse, god it's rough. They really just shat this out huh
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In honer of the recent release of the new edition of CthulhuTech shadow war which centers around shape shifters called Tagers fighting against evil corporation called Chrysalis backed by eldritch forces (where did I heard that before...)
Hell Chrysalis even employed a BSD style evil counterparts called Dhohanoids (granted from what little I heard about the book the Dhohanoids as a whole comes across as much more well adjusted than the spirals.)
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A low effort shitpost based on the current event running in limbus company.
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Some what related to the art above but I just found out that the Federal states has a hilariously gimped airforce. Like all of they planes including the dog fighter are turboprops, while the other factions have at least one jet plane.
Like it's one thing to out tech-ed by the android space elves, who consider late cold war tech (and mechs) as bottom of the barrel. But also by the post apocalyptic nuclear Spanish Bretonnia and the french werewolves in the field of aeronautics is got to be embarrassing.
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The pilots of Firelock 198X.
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ah Firelock 198X is defently a hidden gem of the inde wargame scene due to it's unique early cold war meets fantasy ascetic and it's unique concept for it's factions which includes, French werewolves with a slight chaos spawn problem, Terminator Elves, Brtionnia with air Calvary and ISO standard human faction on. 155.
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The two optional scenario units for the Army of the Ebon Forest in Firelock 198X
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miniaturethingdestiny-blog · 2 months ago
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you know a stupid idea I have is that that Hauglosk affected wolves are actually those who saw the W5 world as of a wyrm induced hallucination it actually is and they're the ones that fighting the to free them from the illusion.
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So I was not expecting to publish another W5 rant so soon, but dear lord this preview of the Umbra book is bad. Let's start with the first issue; Again, we are told that the best way to keep history is to write it down. The idea that there is zero downtime where stories are shared is frankly baffling. Every single gathering of people I've been to has had stories shared. Second, "Garou are not a culture one is born into", and "Those joining in the ranks are usually young adults, already preoccupied with the concerns of this modern world." First of all, even if one isn't born into a culture, joining a tribe should include having the basics of the tribal culture shared. Unless the implication is that Patrons just accept garou willy nilly without the input of the tribe. (Also, no one is born into a vampire clan and yet THEY get to have histories.) Second; before W5 came out, I joked about garou in W5 being basically weekend warriors. This text implies that, yes, garou do garou stuff on the side while their main concern is their mortal life. Rage Dice making that hard has clearly not crossed the writer's mind. Once more, when a group of people gather, they tell stories. Whether it is joining the army, joining a new job, moving to a new place, etc. There is always some oral history going on.
To say garou, unique out of all supernaturals, have zero history because they die so quick is to ignore just how common oral history is. Also, Cult of Fenris is made up of people who are so far gone into their madness that they cannot be reached. BSDs can, but not CoF. People like that aren't going to be that strategic.
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miniaturethingdestiny-blog · 2 months ago
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miniaturethingdestiny-blog · 3 months ago
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miniaturethingdestiny-blog · 3 months ago
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Limbus SplatBus Company!!!
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miniaturethingdestiny-blog · 3 months ago
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++ 1807 INVASION OF ÉIRE ++- Fianna art by Paul Bonner
Long before the black ships of the Heretic Fleet appeared on the horizon of Éire, the first stages of the plan were put in motion. Zacchur, the Heretic Sea Lord who commanded the invasion fleet, had long planned the annexation of the Emerald Isle. A superb general and strategist, as well as a powerful user of Goetic magic, he was the deadliest threat the Irish had ever faced in their strife-laden history. In the years preceding the invasion, the Path of the Beast started to stir in Éire, due to a pact Zacchur made with the Cult of the Moon. The young Irish men and women began to disappear whenever they strayed too far into the woods when the moon was full, only to return home later screaming, their naked bodies carved with Beast Runes, some giving birth to monstrosities, others escaping to join the hidden covens in the wild. Many others willingly answered the call of the Hymn of the Beast and went to the wilds of the Emerald Island, turning their backs upon humanity to escape the terrible burden of the Great War. Remote villages were raided by the devolved supplicants of the Beast and crops were burned. Éire found itself isolated from the rest of the faithful nations as more and more of their merchant vessels were intercepted and plundered. All this sapped the strength of the island nation and the guard of the shores grew lax as the Irish struggled to contain the servants of the Beast.
A follower of the Great Infernal Duke Focalor, Zacchur was supremely suited to his role as conqueror, for his lord commanded the winds and the waves. Once he felt the Irish were sufficiently weakened, the Heretical Sea Lord gathered his ships and concentrated them into one mighty fleet, making landfall near Baile Átha Cliath. He achieved almost total surprise, with his expeditionary force bringing the mighty Heretic artillery on land unhindered.
As the Irish gathered their forces to defend their shores, Zacchur unleashed the next stratagem of his masterplan. With an enormous blood sacrifice of captives, enough Goetic power was unleashed to open the long-dormant Hellgate of the lake Poll an Ifrinn, bringing the armies of the Court to support their Heretic invasion forces. Caught between two forces and harried by the horrors of the Path of the Beast raiding their supply columns, the army of Éire was routed and the High King Muiredach fell in battle. Zacchur took the crown of Ireland from his severed head and claimed the island by the right of conquest. With the field army of Éire gone, the coastal cities fell to the invaders: Baile Átha Cliath, Loch Garman, Dún Canann, Cluain Meala, Luimneach and Gaillimh were taken, as well as many other towns and cities. The cathedrals, churches, monasteries, abbeys and shrines of the saints were razed to the ground or converted into temples of blood. Sacrificial altars were erected where holy shrines once stood, and the black knives took the lives of those who dared to rise against the new masters of Éire. Heretic priests now taught Hell’s Coercion in the halls where once the joyous hymns of the Holy Word echoed. The Irish were reduced into fighting guerilla warfare in their own lands.
With their cities either burned to the ground or in enemy hands, the newly-crowned King Niall moved the capital to the inland town of Cill Chainnigh where the High Kings of old once held court. The inland city proved easier to defend as the Heretic fleet could not bring its guns to bear, but this only led to more and more of the countryside falling to the invaders. The following decades saw almost all of the country taken by the Heretic forces, and a huge number of refugees attempted to escape over the sea to France, Alba and England. Many were caught by the Heretic navy, with yet more sacrifices being chained to red-hot bronze pillars or sold into slavery of the Court of the Seven-headed Serpent. Some others gave up on all their hopes and dreams, turning their backs upon humanity and walking into the wild places to walk the Path of the Beast, only to return as devolved creatures to prey on those they once called their countrymen.
As the war roiled across the Emerald Isle like a storm of death, it was as if a huge snake inexorably swallowed its living prey whole, while most of the world simply watched. With their fleet lost to them in the Battle of the Bloodied Cliffs, England was unable to intervene in the war, despite the obvious danger of Éire falling to the Infernal powers and giving the Heretics an ideal base for launching a full-scale conquest of the island of Britain itself. Only the Crown of France still sent reinforcements to support the Irish: the rest of the Faithful coalition offered little more than prayers. However, the Duke of New Antioch sent his own bodyguard to aid the Irish, with a message saying that Éire needed them more than even the Home of All Our Hopes.
As a young queen, Brigid rose to the throne in 1890, after her father was killed in the front lines by Artillery Witch Coven bombardment. By this time it seemed all hope was lost. In most maps drawn in Europa, Éire was shown as part of the Heretic domains, forever lost to the Shadow of Hell. Ignoring her advisors, Brigid married Domnall, a great general and strategist despite his low-born origin. Together they made a desperate plan to save the Kingdom.
As one of her first acts the Queen lifted the ancient ban on Fianna, the hunter-warriors of the wild - despite the irritation of her confessor due to the many pagan ways of the Fianna. With the additional troops secured, the Royal Court called the clans to send what remained of their strength to take on the Heretic main forces. The Queen then wrote a letter to the Pope, asking for the Bishop of Rome to spare but a single warrior to aid the Irish as a symbolic token of his support. When the Supreme Pontiff granted the wish, Brigid then audaciously requested the services of the Paladin Anséis. To the astonishment of the Princes of the Church the promise was honoured, and the holy warrior was despatched to aid the beleaguered Irish. Undertaking his sacred quest in utmost secrecy, the Paladin stormed the Hellgate alone, taking only his weapons and the Banner of Staurogram to aid him in the surprise raid. After receiving information that Zacchur the Conqueror was aboard his flagship Hymn of Obscenity, a raid by the flying columns of Fianna was sent to cut off the head of the snake. How the Fianna were able to learn the Heretic passwords and how they managed to fool the Beast Guard of Zacchur is unknown. What is known, however, is that against all odds the Fianna succeeded. The mighty Behemoth warship was sunk when its ammunition cache was blown up by a Fianna berserker who carried a barrel of explosives through a hail of bullets. The great Heretic conqueror was killed in the explosion that took out several other battleships.
Though a huge blow to Hell’s forces, this alone would not have changed the course of the war. But from the south came the news that Paladin Anséis had succeeded in his mission. The irreplaceable armour of Anséis had been torn and his eye lost in battle, but the Hellmouth collapsed behind him as he emerged from the Inferno, bloodied but victorious. Without their leader, and cut off from their allies of the Court of the Seven-headed Serpent, the Heretic forces were thrown into turmoil. This was the moment the Irish had been waiting for. The queen’s consort Domnall led the Irish forces in a campaign that swept the invaders into the sea in a series of brilliant battles. Their losses were horrendous - more than three quarters of the Irish forces perished before the Heretics were defeated, and only thanks to the Fianna keeping the Path of the Beast at bay, they managed to secure enough supplies to keep the army on the field. Not one of the Duke’s bodyguards survived the campaign, and to this day the Irish send their expert skirmishers to aid New Antioch in their memory.
All in all the invasion cost the lives of half of the population of Éire due to fighting, famine and people fleeing the island. It acts as a stark warning to the Faithful on how close they all are to utter ruin.
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miniaturethingdestiny-blog · 3 months ago
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