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#Maztica
robotbeetle · 4 months
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day XXX of wishing Dnd would release official 5e content of the questionable non-european continents they created like thirty years ago and have never acknowledged since. Zakhara, Kara-tur, Maztica, you could've been great and I think of you often.
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hyperboreancomics · 1 month
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The Scarcity of Black Condors
L-R Tuhlo (Aarakocra - Sorcerer- Storm Sorcery), Kint'l (Aarakocra-Fighter- Psi Warrior); Grey (Kenku - Wizard - School of Transmutation).
In DC comics there have been at least three characters named Black Condor; including one a golden Age hero and two Indigenous legacy characters.
I thought this was a neat idea to team up a Kenku (as the golden age Condor, who was not Indigenous) with two True World Aarakocra. In the Forgotten Realms, both are said to be descendants or creations of one of the creator races, the Aearee, from ancient times.
See this and more fan art at my site https://hyperboreancomics.wordpress.com/2024/08/14/distinguished-anchorome-the-scarcity-of-black-condors/
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pupuseriazag · 9 months
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Making my own region for a dnd out of spite for lack of mesoamerican (in the case of this region, Nahua) cultures and cities as well as also inserting the names of cities from my country because of their meanings (like for example Nahuizalco means "Four places of obsidian" god thats so cool)
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deathbind · 5 months
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Reading these books and seeing the overtime Mystran propaganda works has convinced me priests, Chosen, and maybe even Magisters of the goddess have gone to Zakhara to spread use of the Weave. I’m sure they won a few converts, but they could never really get a foothold. It’s just a distinctly different magical tradition. Dominant attitudes toward religion on the continent aren’t compatible with Faerûnian attitudes either. You can’t just. slot Mystra or Azuth in there.
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wearesorcerer · 4 months
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Since posting the results of the healing spell poll, something's been bugging me: would D&D settings besides Dark Sun develop CPR?
Cardiopulmonary resuscitation requires an understanding of cardiology and the pulmonary system. These are not givens. To understand how the body works, you need to practice dissection. There is a taboo against handling and dismembering corpses in almost every culture; it took other pressures in favor of scientific advancement to get past these taboos and to a basis for medicine beyond basic pharmacology ("this plant does this to people!"). Even the germ theory of disease took centuries to gain sway after its inception.
This is partially because of how humans treat tradition and partially other biases.
But if you have a competing mechanism for healing which doesn't require elaborate bodies of knowledge, would you ever develop those bodies of knowledge? We're not talking isolated scholars with obsessions or hyperfixations, we're talking societies creating repositories of knowledge and establishments that support the creation of further knowledge.
To put it another way: you can't make a Heal/Medicine check to use CPR if the only record of CPR is in a dusty tome written by someone called "the Mad" 300 years before you were born, which is now either shelved in some collector's library of rare books or else at the bottom of a dungeon, in either case forgotten. The knowledge has to be transmitted. And if you have revivify available, it's not going to be.
"But revivify is a powerful spell! It's hardly common!"
In which universe are you playing?
Greyhawk is the standard for magic levels in D&D, as it has been since it got adopted as the standard setting. It's not low-magic by any stretch of the imagination. 5th-level characters are all over, so revivify should be fairly common.
Forgotten Realms has always been high magic and it's the current standard setting. (5e players are probably unfamiliar with the setting's earned description in earlier editions: "Pick up a rock: +2 AC! Pick up another rock: +1 on saves vs. poison!") You can expect revivify to be in wide use in the Realms. The same should be true of any other setting in Toril (Al-Qadim, Kara-Tur, Maztica, etc.).
Eberron was supposed to be low-level but magic-pervasive, which didn't quite work out. Canonically, high-level characters are few and far between; mechanically, there's a lot of Eberron-specific material that requires high-level play. Revivify could easily appear on a Lesser Mark of Healing, given what else appears on Lesser marks. The Lesser dragonmarks aren't that rare, either; each of the guilds/houses is built around their use.
This raises other questions about how the presence of magic might dampen (or enhance) the progress of knowledge in any given field, but I'll leave it at just healing magic. How much would we know and not know about medicine if we could cure diseases and mend wounds through faith in the gods alone?
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spyridonya · 10 months
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I have no idea if this will be a two part post or a series of things, but I wanted to write a little about Forgotten Realms for new BG3 fans. I decided the best start was here:
Baldur's Gate Primer: Fantasy Kitchen Sink and CRPGs
The Forgotten Realms began as an official campaign setting for Advanced Dungeons and Dragons ("1e") in 1987 and published by TSR Inc, the gaming company that originally published D&D.
Since its introduction, the Forgotten Realms' world of Toril has been wildly popular, jumping over the then more established Greyhawk, Dragonlance, and several other settings whose influences were based High Middle Ages Northern and Central Europe (and the unfortunate implications of Central Asian Nomads with monsters such as orcs and goblins). Ed Greenwood is the loving (if slightly horny) creator of the Realms, though many authors have written stories within the setting for several good reasons.
The Realms is an excellent Fantasy Kitchen Sink.
While Toril has several European influences, it has little to do with High Middle Ages in world building and more to do with 19th century based on nation states with the aesthetics of the Late Renaissance in terms of art, culture, and technology.
Toril also took inspiration from other cultures with their nations and continents:
The first of Toril's continents written about was Kara-Tur, which was introduced before the 'official campaign book' and heavily focused based on East Asian.  
Another continent based on Central Indigenous nations (Mayan and Aztec) called Maztica, who are giving the Faerun colonists hell due to their magic and their immune systems, and consider themselves the 'True World'.
There’s the nation of Zakhara that’s based between Faerun and Kara-Tur, making it a touch on the nose since it's based on Arabian Nights.
The nation Chult is based after the Congo Basin rainforest, though it really seems like whoever made this development slept through Heart of Darkness. (It went away for a little while, but it's back now.)
Meanwhile Calimshan and Mulhorand are based after Morocco and Egypt. 
Bear in mind, despite good intentions that Ed Greenwood and TSR had, a lot of the old lore comes off as Orientalist, and WotC hasn't done much to update it save slapping a disclaimer on PDF files and not much else with these settings save a bare description.
However, if some dork-ass tells you that Wyll and BIPOC are going against the lore accuracy, tell them to fuck off. The Forgotten Realm was introduced with a BIPOC setting despite it’s flaws. 
Due to the diversity of the 'Realms', the setting has attracted writers, artists, and campaign designers who developed some of D&D's most iconic characters and thus influenced a lot of how D&D's multiverse structure. Players loved the lore of the Realms and the feeling their characters could be from anywhere and do anything. This is in contrast to Greyhawk never really growing past it's War Game boundaries as a world and Dragonlance's creators being highly protective of it's inflexible plot with the lack of multiple settings. 
So it made sense when TSR approached the game developer SISI with their Gold Box Engine with the Forgotten Realms in mind. SISI's first D&D based game is called Pool of Radiance, and the game took place in Faerun’s Moonsea region in the ruins of Phlan, where adventurers fought off undead and fiends to help give a new city a fighting chance in rebuilding. While SISI would dabble in Dragonlance and Dark Sun (a post apocalyptic setting that is so fucking grim dark, Githyanki ran away from Dark Sun's world of Athas screaming), most of their games were based in Forgotten Realms.  
For those curious about the Gold Box Game series: when BG1 was my 13 year-old-heart's special interest, I played them. It's really, really weird because so much of the story is in the manual and clunky as fuck. But I was itching to play anything DnD at the time.
In 1997, TSR was purchased in 1997 by Wizards of the Coast (WotC), though it allowed the continued development of yet another CRPG set in the Realms by a then unknown company called Bioware. In 1998, Bioware released Baldur's Gate and using the Infinity Engine Bioware, Black Isle, and WotC would continue to make several games including BG2, BG:TOB, and Neverwinter Nights before parting ways in 2006 with Bioware. Bioware would then focus on its own wildly successful CRPG IPs. 
By then, WotC was owned by Habsro (since 1999) and after two decades of excellent turn based CRPGs, they stopped focus on the genre when Neverwinter Nights 2 didn’t do as well as its predecessor and focused on different genres such as Hack’n’Slash, Action Adventure, and Boardgames - though they were all set in the Forgotten Realms.
However one of these games would reach the popularity of the Gold Box, Infinity, or Aurora engine based games (BG, Icewind Dale, and Planescape Torment) . The only turned based CRPGs that were released from 2007 to 2020  were remakes of the Infinity Engine games by Beamdog Studios who attempted to get the rights to make BG3.
WotC declined Beamdog, deciding to approach Larian studios instead for Baldur’s Gate 3 in 2016, likely wanting to approach a style closer to Neverwinter Nights rather than isometric. Due to D&D new popularity, both companies expected that BG3 would do well, but neither company had any idea how big Baldur’s Gate 3 would be. 
I'm likely going to do a post on the important historical events in the Realms mentioned in BG3 - and some that are not.
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gullethead · 8 months
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finished a map for my friends campaign. btw
open in a new tab/download for full resolution
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adding the flavor text i wrote for it below the cut
Map of Frostfar - Page 38 of the Di Beja-Palu World Atlas
Cartography has been an important profession since the earliest moments of Toril's history. An understanding of the land is necessary for trade, for establishing borders, for agriculture and industry, and thousands of other things fundamental to any civilization. But despite a number of detailed regional atlases being published over many years, various factors have delayed the production of a full world atlas. Now, the time is right, and the task has been undertaken for the first time by a pair of cartographers in the employ of the di Beja Trade Company
The two mapmakers are Laronga Palu, a master cartographer from the Sohalo islands near Maztica, and Arishat di Beja, bastard daughter of the di Beja family and Palu's apprentice. Di Beja has taken the primary role in designing and researching for the atlas, hoping to be able to offer it as her masterwork to the Cartographer's Guild of Faerûn; Palu is assisting only with the laborious task of organizing the book's many, many pages. The atlas is not yet complete, and likely will not be for some time. This is partially due to the scale of the task, and partially to di Beja's insistence on personal research in the many areas across Toril where the common knowledge and academia present in the Sword Coast feels incomplete or outdated.
The following is a sample page from this atlas: The Frostfar region of northern Faerûn. Di Beja has foregone noting most, if any, physical features besides rivers and coasts in favor of an atlas highly focused on travel, culture, and contemporary politics. The Spine of the World, the largest known mountain range, barely merits a mention except in relation to how it impacts the borders of the regions around it, and the Icewind Dale noted here is the region outlined as such by Same Skies diplomats in the 1500 treatise, rather than the more traditional definition which keeps it defined mostly being north and east of the Redrun-Shaengarne confluence. It is an interesting, and in some circles controversial, way to approach such an atlas; but the fact remains that di Beja is doing it, and no-one else yet is.
The Globe (cartographic trade publication), Mirtul-Kythorn 1513 issue
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essthemystic · 7 months
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Finally posting our full party for our modified Dragon Heist campaign we call "Shadows Over Waterdeep" that's still been going on for some time now. Meet team RAWR (full acronym is different every time)!
I know I posted my artificer 5 years ago... but from left to right we have: Lazarus Wolfe, the Shifter Inquisitive Rogue who is a member of the watch and trying really hard not to be an alcoholic. Izo, the Bugbear Pugilist who innocently dreams of working for the Xanathar AND Force Grey. Veevee Venom (Verity Valentine), the Half-Elf Artillerist Artificer who loves to invent anything and everything and is just looking for her lost sister. Jehmheim Moreau, the Kalashtar Glamour Bard who wants to escape the responsibilities of noble life and find out the mystery behind his merged spirit Diona. Os Blueblood (and Bully the giant frog), the Goblin Beastmaster Ranger who is part of a big goblin mob family. KING, the Tabaxi (reflavored) Draconic Sorcerer who is a former prince of Maztica.
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patatedestenebres · 5 months
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Je profite de la sortie de la vidéo de @LinouMajorZero sur Sapa inca pour me motiver à boucler mon article sur Maztica, un ancien setting mésoaméricain pour AD&D, dans les Royaumes oubliés.
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mudaship39 · 1 year
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Afro Asian native with goblinoid giant kin fae elvish ancestry spellcaster fighter and gunslinger adventurer
Lysander Alphonse Norwood/Luciana Jaqueline Norwood or Kittsak/Kaeo Alin Pramoj: Profile, Record, & Archive:
Name: 
Human Name:
High King/High Queen Lysander Alphonse Norwood/Luciana Jaqueline Norwood
Chieftain and Warchief Kittsak/Kaeo Alin Pramoj
Fae Elvish Name: 
Eroan/Darshee Loraphine (Light Fae name)
Kherveh/Kaithri Varvic (Dark Fae name)
Goblinoid or Giant Kin Name:
Ozhe Ugor/Noski Ugor the Wrath
Species: 
Human
Variant Human: Faerun, Kara-tur, & Maztica (Chondathan, Gurs, Azuposi, Illuskan, Metahel, Netherese, Purang, Nars, Imaskari, Nubari, Calishites, Shaarans, Northlanders, Chultans Nahopaca, Kuong, Nexalan, Wanese, Payit, Tuigan, Raumviran, Vaasan, Rashemi, Shou, Tethyrian, Issacortae, Bedine, Koryoan, Turami, Bawani, & Turami). 
Variant human: Arctic, Islander, Subterranean (Deep human), Coastal, Desert, Forest, Jungle, Grassland, Marshland, Jungle, Hill, Mountain, Swamp, Urban, & Sky Kingdoms (ariel nation in the sky held up by anti gravity tech and magic). 
Half elf
Elvish Ancestry
Half goblinoid
Goblinoid ancestry
Half giantkin
Giant Kin ancestry
Subrace: 
High Orc (Evolved Water Orc), Half Orc (half Gray Orc), White Snow Kijin (Evolved White Ice Oni), Storm Giant, Ancient Ogre (Evolved Elder Ogre), High Troll (Evolved Fire Troll), Half Troll (half Ice Troll), Half Giant (half Cloud Giant), Frost Goliath, & Half Oni (half Red Fire Oni) giant kin ancestry. Blue (Psionic Goblin), Batiri, Hobgoblin, Half Goblin (half Fire Goblin), Kijimuna, Nilbog, Tinker, Urban Goblin, & Space Goblin goblinoid ancestry by their father High King Elric Norwood or Chieftain and Warchief Kehar Sujin Pramoj.
Night Elf, Moon Elf, Half Elf (half Drow), Celestial Elf, Earth Elf, Desert Elf, Crystal Elf, Star Elf, Gray Elf, Void Elf, Ice Elf, Dark Elf, & Space Light Elf Fae ancestry by their father High King Elric Norwood or Chieftain and Warchief Kehar Sujin Pramoj.
High Elven, Cosmic Elf, Wood Elf, Half Elf (half Proto Elf), Urban Elf, Fire Elf, Sea Elf, Wild Elf, Water Elf, Sun Elf, Blood Elf, & Space Dark Elf Fae ancestry by their mother Empress Victoria Delacroix or Sultan Farah Talia Kahn.
Bakemono, Koalinth (Sea Hobgoblin), Norker, Snow Goblin, Swamp Goblin, Tinker Goblin, & Verdan (shifter goblin) goblinoid ancestry, Arctic Orcs, Ash Giant, Aquatic Orcs, Black Orcs, Cave Troll, Cloud Giant, Eldritch Giant, Death Giant, Desert Giant, Firbolg, Fire Giant, Fire Oni, Fire Troll, Fog Giant, Forest Troll, Frost Giant,  Gray Orc, Hill Giant, Ice Oni, Ice Troll, Island Giant, Jungle Giant, Jungle Orcs, Lowland Troll, Ogre, Mountain Giant, Mountain Orc, Mountain Troll, Sand Giant, Snow Troll, Stone Giant, Storm Giant, Storm Oni, Swamp Orc, Titan, Tree Troll, Tundra Orc, Verbeeg, Voadkyn (Wood Giant), Water Orc, Water Troll, & Space Giantkin (descended from giantkin who terraformed and colonized the stars) ancestry by their mother Empress Victoria Delacroix or Farah Taliah Kahn.
Fae Arch Fey, Celestial Eladrin, Dryad, Fey Eladrin, Noble Eladrin, Nymph, Fey Touched, Hamadryad, Naiads, Nereids, Nixie, Rusalka, & Yuki-on-na ancestry by their mother Empress Victoria Delacroix or Sultan Farah Talia Kahn.
Magical Human, Indigenous Magical Human, & Homo Magi Hybrid Variant Human. Elvish ancestry. Giantish ancestry. Goblinoid ancestry. 
Racial Identity: 
Magical Human (poc coded). Homo Magi (white coded). He/she/they are Southeast Asian, East Asian, West Asian, & South Asian coded. 
Born to Paramount Chieftain and Warchief Kehar Sujin Pramoj-Kahn or High King Elric Luka Norwood a mixed Asian Native coded father and a Kahn Farah Talia Kahn or Empress Victoria Josephine Delacroix mixed Afro Asian Native coded mother. 
If their father was in our world he would identify as an Asian Native who is Southeast Asian Thai, South Asian Nepalese, East Asian Chinese, European Russian, & Yurok Indigenous . 
If their mom was in our world she would identify as an Afro Asian Native who’s Black African Libyan, West Asian Iranian, East Asian Mongolian, Berber Indigenous of North Africa, & European French.
Cultural Identity: 
Indigenous Magical Human (native coded). In real life he/she/they would be considered an Afro Asian Native.  
Insults: 
Soft meat, round ears, spoon ears, normie, pink-skin, smoothskin, suckling, monkey, world blight, tree killer, graceless elf, rabbit spawn, milkskin, whore-race, ape spawn, cattle, & round teeth (as a human variant)
Swampskin, tusk face, greenskin, low born, fangless, slime skin, necro breath, pig face, tusker, scrawn born, weak jaw, bastard, runt, warthog, brute, pup, fake giant kin, grunt, weak blood, halfbreed, green blood, cast off, oath broken, forsaken, half a savage, giant kin spawn, impure, sheath-meat, half man, little tooth, half good, polluted blood, short pork, savage, half caste, green ape, & short tusk (as someone with giant-kin ancestry)
Green skin, slime skin, baby orc, gobbo, & trash gnome (as someone with goblinoid ancestry)
Mongrel, half wit, half a brain, half breed, dirty blood, diet fae, civilized elf, half bad, fling kid, muddied, outcast, half caste, elf lite, half ear, traitor baby, half blood, half good, mutt, bastard, not enough. and halfway (as a half fae elf) 
Leaf lover, wingless fairy, santa’s helper, flower eater, mushroom dancer, pointy ears, knife ear, faithless, sapling, rot wood, sun lover, branch muncher, berry breeder, tree shaggin pixie, woodland sprite, tree fucker, dew drinker, bark sniffer, ash face, tree thumper, fey mongrel, surface dweller, discount dryad, knife ear, daisy sniffer, sap blood, domesticated fae, fairy wannabe, hippie, dagger head, and leaf licker (as someone with fae dark and  light elven ancestry)
Birthday: 
November 3rd 
Scorpio Tiger
Height: 
5’8” Male Goblinoid Form
5’9” Female Goblinoid Form
5′10” Male form in human variant form. 
5’11” Female form in human variant form.
6’1” Male Fae Elvish Form 
6’2” Female Fae Elvish form
7’2 to 9’3 ft” Male Giantkin Form
7’3” to 9’5ft Female Giantkin Form
Weight: 
180 (For Human Variant Form only)
200 (For Elvish Fae Form)
280 (Hobgoblin Goblinoid Form
380-480 (Giant Kin Orc/Troll/Oni/Goliath form)
Shoe Size:
Goblinoid (Hobgoblin) form: Mens 10
Human form: Mens 11
Fae (Dark or Light Elf) form: Mens 12 
Giantkin (High Orc, High Troll, Goliath, Oni, or Ogre) form: Mens 13 to 20  
Body Type: 
Tone and athletic and somewhat chubby body type (Human variant form)
Lean and slender body type (Elvish Fae Form)
Mixture of body builder body type and strongman physique (giant kin form)
Appearance: 
They are highly attractive to other humans, fae, & goblinoid giant kin when in their human form, fae elvish form, & giant kin goblinoid form 
Bust, Hip, & Waist Measurements (When in female form):
38C-44H-36W
Hairstyle: 
The long, uncut, & bound hair tied in a bun seen in pre colonial East Asian and Southeast Asian society since he/she/they are Afro Asian Native. with silver hair braid beads, gold hair braid beads, & bronze hair braid beads. These braided hair beads come with magical human, homo magi, and indigenous magical human magical runes and symbols. The beads are braided into their hair with the small magical bamboo wood beads. It is also braided with magical bamboo wood beads, ash wood beads, elm wood beads, holly wood, & pine wood beads. The bamboo beads symbolize luck, protection, prosperity, stability and strength. Their hairstyle is tied in a bun with some flyaways.
As an Afro Asian Native they keep their hair tied in dreadlocks, twists, & braids hairstyle. Braided by their parents.
He/she/they later shaved their head to a short haircut after an emotional moment of losing their wands. Wands passed down to them by their parents have been in their family since the first magical users of their ancestors. When it was destroyed in an act  of betrayal by a half elf homo magi death knight and fallen paladin. Several cultures connect hair to a higher power, the universe, ancestors. The homo magi half elf white nn coded character Harrison Williams destroying the wands of a bipoc character is a micro and macro aggression act of anti native racism. Siblings and cousins didn’t understand the significance so their elders had to tell them and help them understand the grievance of this act of betrayal by their former friend and rival. 
He/she/they now have a clipper cut, crew cut, high and tight, Ivy League, pompadour, or clean shaven hairstyle in masculine male form. It’s tightly coiled. It is a tall or high Afro tapered on the sides. With a low skin fade with a design and locs on top. The design shaved into their low skin fade is an arcane symbol. The locs braided with metal braids and beaded with wooden beads. Some parts of the locs are dyed silver and gold. 
Long ponytail that is partly shaved in a punk look. Single or double three strand flat braid. When in female form when transfiguring with magic. Sections of his/her/their hair are adorned and braided with magical bamboo wood beads, ash wood beads, elm wood beads, holly wood, & pine wood beads. Sections of his/her/their hair are braided with bronze, silver, & gold metal braid beads. Beaded and braided by siblings.
They also wear their hair in a bouffant hairstyle. He/she/they structured part of his/her/their loosely knotted or twisted pinned up buns with silver, brass, & gold wire. Sections of his/her/their hair are adorned and braided with magical bamboo wood beads, ash wood beads, elm wood beads, holly wood, & pine wood beads. Sections of his/her/their hair are braided with bronze, silver, & gold metal braid beads. Beaded and braided by cousins.
Queue or double braids as someone Indigenous magical human third gender. Beaded and braided by aunts and uncles.
All of these hairstyles are magically dyed. Parts of their hair glow gold or silver using a glowing magical elixir or potion crafted by an alchemist that bonds to the dna in their hair. 
Dad’s hairstyle is a tonsured head and queue of pre colonial East Asian China. 
Mom’s hairstyle as an Afro Asian woman of color is twists
Hair color: Jet Black. 
Hair texture: Lush and slick
Hair look/state: Shiny and brushed
Eye Color: 
Left biological eye. Dark brown almond. With flecks of gold the color of the desert sand and black the color of obsidian in the iris. 
Right prosthetic clockwork mechanical and magical glass eye. Eye color that can be red, blue, green, purple, white, yellow, orange, or black because of interchangeable ruby, sapphire, emerald, amethyst, diamond, citrine, or obsidian gemstone crystals that act as eye irises. When using magic the clockwork mechanical magical glass eye glows scarlet, azure, emerald, amethyst, silver, gold, & charcoal.
Eye Sight: 
Near-sighted. Myopic. Can’t see far. Wears black magical prescription glasses. Magical modern reading glasses with rectangular shaped lens. These frames had full rims. These glasses were made out of both plastic and metal.  
Skin color: 
Brown. Terra Cotta. Russet. Sepia. Umber
Depending on human form, fae elvish form, or goblinoid/giant kin form
Father’s skin tone is sepia and terra cotta
Mother’s skin tone is ochre and umber 
Younger siblings have ochre, terra cotta, sepia, umber, tawny, & gold skin tones. 
Extra:
Their eyes and hair change color when using magical human magic, indigenous magical human magic, and homo magi magic. Their eyes and hair blaze silver, charcoal, amber, emerald, cardinal, or sapphire. The palms of their hands and mouth burn pearl, onyx, gold, jade, ruby, or cobalt. The color they glow depends on what type of magic they are using as a magic user and fighter.
In their human form they have more human features. In their elvish fae form they have more dark and light elvish features. In their goblinoid and giant kin form they have more hobgoblin, orc, goliath, troll, oni, & giant features.
Age: 35 by humanoid standards. 
Non-magical humans can live to 200 to 300 years thanks to technology. Magical humans like Homo magi, Indigenous magical humans, & magical humans can live up to 500 to even thousands of years thanks to technology and magic. 
Tattoos:
His/her/their body is covered in traditional tattoos as a native person of color. His/her/their body from their upper body (of their face, neck, chest, back, & legs) are covered in traditional Indigenous magical human tattoos. His/her/their arms and legs are covered in traditional magical human tattoos. The traditional magical human and traditional Indigenous magical human tattoos blaze ruby, emerald, and cerulean when using magic. 
Their chest is covered in East, Southeast, South Asian, & West Asian inspired samurai, dragon, tiger, white lotus flower, oni, & mythical bird tattoos. 
Their back is covered in modern magical steampunk tattoos. These are tattoos of a Victorian noble lady woman of color wearing a suit, goggles, and a top hat. She is wielding a rapier and a quadruple barrel flintlock pistol. This tattoo is of their Afro Asian native ancestor on their mothers side. She is in front of a background of roses, cogs, gears, springs, pocket watches, screws, clocks, etc. She wears a top hat so her hairstyle under the top hat is an afro puff ponytail coming out from the side.
They are both rebelling and conforming to magical human and indigenous magical human tradition. They are rebelling and evolving. They are learning about themselves in their new environments and adjusting to changes and challenges in non native society of the Homo magi. 
Hands are covered in Homo magi magical tattoos. These tattoos glow amethyst when using magic. 
Markings: 
Arms and legs are covered in West Asian and South Asian Henna magical body markings. The edges around the markings radiate silver, obsidian, and gold when using magic. These markings only exist when they are transfigured into their female form using magic though. They don't exist when he/she/they are in their male form.
Scars: 
They have a blue magical scar that goes from the top of their face on their left forehead all the way to the bottom of their left cheek. The scar goes through their left eyebrow. They were blinded in one eye by disfigurement early on in their life as a magical military officer. They later had this eye replaced with a prosthetic mechanical clockwork and magical glass eye. They cover this prosthetic eye with a black eyepatch.
Motor skill: 
Cross dominance. They shoot rifles with their right hand. They eat with their right hand. They draw, paint, & write with their left hand. They pitch with their left hand. They use a baseball bat and hit a baseball with their right hand.  
Jewelry:
Magical jewelry set. 
Pocketwatch. Lets the user control and manipulate time. Lets the user go back in time or forwards in time but only for a few minutes. 
Steampunk watch. Silver watch with gold inlays. Gears, screws, knobs, & dials made out of brass, copper, silver, & gold. 
Witch Necklace with magical pendant. Amplifier artifact. Gives owner or wearer a titanic boost to whatever powers they already possess or unlocking latent powers. Gold necklace with sapphire gemstone. It is a magical talisman or amulet. A talisman is any object ascribed with religious or spiritual magical powers intended to protect, heal, or harm individuals for whom they are made for. A talisman is an object, typically an inscribed ring or necklace with a crystal gemstone, that is thought to have magic powers and to bring good luck. Talismans are often portable objects carried on someone in a variety of ways. An amulet, also known as a good luck charm, is an object believed to confer protection upon its possessor. Attached to the amulet are wooden talismans carved into the shapes of animals sacred to the magical humans and Indigenous magical humans. Animal figurines are carved out of ash wood, birch wood, cherry wood, elm wood, hazel wood, maple wood, oak wood, pine wood, rose wood, & willow wood. Such as wooden talismans of a magical cave bear, ferret, badger, dire wolf, fox, coyote, eagle, raven, owl, moose, buffalo, deer, fish, lizard, snake, crocodile, elephant, hyena, leopard, lion, ibex, water buffalo, crane, tiger, turtle, stingray, dolphin, shark, whale, & orca. As these are animals sacred to them as an Afro Asian Native. These wooden talisman totems are interchangeable and each totem gives them a specific power and strength. Some give extra strength, flexibility, perception, speed, endurance, constitution, charisma, intelligence, agility, or luck boosts. Also attached to the necklace are trophies from their hunts of and fights with magical beasts, animals, & creatures such as a fire basilisk fang, a chimera claw, a manticore tooth, a juvenile minotaur steer horns, a shard of a black alicorn (evil winged unicorn) horn, an Orochimaru snake fang, a shard of a evil Kirin or Qilin horn, an Egyptian sphinx claw, & a cryogenic ice hydra fang. 
Alchemist Necklace with magical amulet. A gold necklace that comes with a red ruby colored philosopher’s stone. Made by legendary alchemist Nicholas Flamel. Stolen from him by a female half elf arcana spy and arcane trickster rogue. She is the reason magic users distrust other magic users. A previous occupation of hers involved copying spells from the spell books of the best magic users and selling them to the highest bidder. Whether it be another wizard or the wizard who owned the spell originally. She was hired to steal a completed philosopher’s stone from the alchemist Nicholas Flamel. She stole it from him while he was working in the capital as a royal alchemist even though he was protected by a squad of gunslingers, fighters, magic users, & paladins. A sorcerer’s stone is a rare magical artifact and substance. Reputed to be able to transmute base metals into precious metals, cure diseases and illnesses, revive dead plants and animals, create flexible or malleable glass, cure toxins and poisons, extend a humanoid’s lifespan on a supernatural level, bring the dead back to life, transmute common crystals into precious gemstones, heal wounds and injuries, create of a homunculus, & even grant immortality. To create one, one needs to know the right alchemical formula, have the required ingredients, & the right preparation.   
Mage Bracelet. Power limiter. Item is a power regulator used to restrict his/her/their power level. This item lets him/her/them control his/her/their magic power. When he/she/they were an apprentice of a grand magician and grand sorceress they gave him/her/them this bracelet to help them learn to control his/her/their uncontrolled and dangerous raw magic. In time he/she/they were able to use magic without the power limiter safely. This power limiter was also used in magical training as training with their full power suppressed helped increase their magical power. Gold and palladium metal bracelet with four black tourmaline, shungite, tiger’s eye, apache tears, & hematite gemstone crystals. Gemstones are carved into the shapes of the sun, moon, planets, stars, comets, & other celestial objects. 
Sorcerer/Sorceress Rings of power. Silver, gold, steel, & platinum rings with ruby, sapphire, emerald, amethyst, & diamond gemstones on their left hand. Tungsten, palladium, cobalt, & titanium rings with agate, garnet, jade, onyx, & sardonyx gemstones on their right hand. Amplifier artifact that boosts spellcasting abilities. Gives owner or wearer a titanic boost to whatever powers they already possess or unlocking latent powers. Gemstones are carved into the shape of the elements of earth, fire, water, air, storm, wood, nature, stone, & ice. Gives the user super strength. Gives the user heightened defense and durability. 
Clan sigit ring. Gold ring with sapphire gemstone. Attached to the ring is a wolf. The wolf is made out of black titanium and silver. The wolf looks like it’s eating the sapphire gemstone. The eyes of the wolf have extra small ruby gemstones. Has inscriptions of the noble and old house of Norwood’s clan motto and the ancient and powerful house of Delacroix’s clan motto. 
Piercings:
Warlock Earrings with lapis and peridot gemstones. Amplifier artifact. Gives the owner a small boost to whatever powers they already possess. Helps wearer in unlocking hidden latent powers. Gives the wearer the power of super hearing. Gives the user glamor and illusion based abilities. Comes with fire basilisk fangs. It is beaded. It comes with purple, gold, & black colored beads with a red border. The purple symbolizes royalty. Gold symbolizes riches. Black symbolizes the dark place we must go to to achieve liberation. Red symbolizes the spilling of their blood by non native settler Homo magi. It is a magical human and Indigenous magical human regalia. 
Warlock Earrings with obsidian and sardonyx gemstones. Amplifier artifact. Gives the owner a small boost to whatever powers they already possess. Helps wearer in unlocking hidden latent powers. Gives the wearer the power of super hearing. Gives the user glamor and illusion based abilities. Comes with feathers from the West Asian Roc Arabic magical bird and West Asian mythological Persian Iranian Simurgh bird. Feathers are black, brown, gold, & white. It is beaded. It is a magical human and Indigenous magical human regalia.  
Six ear piercings on their light Fae Elvish ears that are made out of silver, gold, palladium, & titanium. Three on each side of their ear. On the left ear one tragus ear piercing with ruby gemstone, one helix ear piercing with sapphire gemstone, and one lobe ear piercing with aquamarine gemstone. On the right ear one anti tragus ear piercing with a tiger's eye gemstone, one anti helix ear piercing with moonstone gemstone, and one lobe transversal ear piercing with sugilite gemstone. These earrings act as a magical shield for basic magical attacks. 
Ear cuff piercing on their left and right ear. Pierced in the elongated part of their light fae Elvish ears. Piercings made out of bone. Both are black as they are the bones from a magical beast, creature, or monster. Both earrings gave them the ability to see a few minutes into the past and future. Left ear cuff piercing was made out of bone from a cryogenic ice hydra. It was a monster that shot ice breath blasts from its fifty heads. The earring gives the user ice resistance. Right ear cuff bone piercing was made from bone of a fire basilisk. The earring gives the user fire resistance.  
Twelve ear piercings when in goblinoid/giant kin form. Twelve ear piercings on their giant kin/goblinoid ears that are made out of gold, silver, palladium, & titanium. Six on each side of their ear. On the left ear one tragus ear piercing with ruby gemstone, one conch ear piercing with agate gemstone, one helix ear piercing with sapphire gemstone, one daith ear piercing with alexandrite gemstone, one snug ear piercing with almandine gemstone, and one lobe ear piercing with aquamarine gemstone. On the right ear one anti tragus ear piercing with a tiger's eye gemstone, one rook ear piercing with amazonite gemstone, one anti helix ear piercing with moonstone gemstone, one rook ear piercing with ametrine gemstone, one forward helix piercing with amber gemstone, and one lobe transversal ear piercing with sugilite gemstone. These earrings act as a magical shield for basic magical attacks. 
Human form piercings:
Silver high lobe rings with andalusite and bloodstone gemstone on their left and right ear 
Gold barbell piercing with andradite and citrine gemstone on their left and right ear
Diamond helix stud lobe piercings with aquamarine and danburite gemstone on their left and right ear
Titanium helix upper lobe rings with aventurine and diamond gemstone on their left and right ear
Palladium vertical eyebrow piercing spiked barbell with benitoite gemstone on their left eyebrow
Palladium horizontal eyebrow piercing spiked barbell with beryl gemstone on their right eyebrow
Medusa diamond stud piercing with diopside gemstone above their lip
Gold dimple studs with emerald gemstone in their cheeks
Silver spiked labret with hiddenite gemstone on their chin 
One palladium septum ring piercing with gemstone that goes through their nose that comes with diamond gemstone. They are allergic to fake gold and fake silver. 
Silver barbell bridge piercing with lolite gemstone between their eyes on top of their nose. 
A rhino barbell nose ring piercing with opal gemstone on the top of their nose.
Two nose ring piercings with amethyst and pearl gemstones on the left and right side of their nose. 
Black Nasallang piercing with jade and jasper gemstone on the left and right side of their nose
Third eye diamond stud piercing with kunzite gemstone on their forehead 
Silver barbell piercing with kyanite gemstone in their navel 
Gold barbell piercing with labradorite gemstone on their chest 
Palladium barbell nipple piercings with lapis lazuli and malachite gemstone
Giant kin piercings: 
Two Orcish High Orc tusks that poke out of the bottom of their mouth. These orc tusks are adorned with two silver rings with garnet and onyx gemstones that wrap around their tusks. 
Two High Troll tusks that poke out of the top of their mouth. These troll tusks are adorned with two bronze rings with jade and amber gemstones that wrap around their tusks. 
Two Hobgoblin goblinoid tusks that poke out of the top of their mouth. These hobgoblin tusks are adorned with two gold rings with quartz and jasper gemstones that wrap around their tusks. 
Two Ancient Ogre tusks that poke out of the bottom of their mouth. These ogre tusks are adorned with two copper rings with agate and emerald gemstones that wrap around their tusks. 
Two Giant kin Red Fire Oni Kijin horns on forehead. These oni tusks are adorned with titanium ring piercings with rhodonite and zircon gemstones. The top of the horns has a floating orb of fire. 
One Giant kin White Ice Oni Kijin horns on forehead. The top of the horn has a floating orb of frost, snow, & ice. It was broken in half in combat with a adamantine spear by a high elf during the Alliance Civil War and was filed down to a horn stub. They had an elder carved arcane symbols and esoteric images into the horn stub. 
Two Giant kin Blue Storm Oni Kijin horns on forehead. These oni tusks are adorned with brass rings that are piercings with malachite and alexandrite gemstones. The top of the horns has a floating orb of lightning.
A motorized spinning ball or disc shaves these horns and tusks down so they don’t grow too long and stays manageable and so shapes them in a stylish fashion. 
Some elders of their clan, tribe, & nation feel these piercings are off putting, ostentatious, and vulgar. Others were swayed to change their minds on how they felt about it. 
Some peers of their clan, tribe, & nation feel that these piercings are unpleasant, pretentious, & tasteless. Some find them fascinating and intimidating. Most try to mask their curiosity. 
Features: 
When in Goblinoid or Giant Kin Form:
Magically reinforced spine for extra support that can lift objects much stronger than them 
Shell like scales on areas where they need more protection like forehead, knuckles, knees, & elbows 
Knobby skull structures
Opposable wolflike ears that can focus better on sounds and voices around them.
Sharp and asymmetrical body features.
Stocky, athletic, & heavy set body
Narrow, broad, strong, refined, sharp, smooth, bony, soft, full, piercing, square, jutting, slipped, angular, sloped, prominent, subtle, protruding, & structured facial features  
Bodybuilder body type and strongman physique
Deep or bright red, purple, & yellow eyes with metallic flecks in the iris. 
Flowing, thick, swept,  fluffy, loc’d, & tightly coiled hair. 
Grooved, funnel shaped, coiled, & pointed tusks.
Ridged, curved, sharp, & spiraling horns.
Their mouth has four sets of tusks as someone with goblinoid, troll, orc, & ogre ancestry.
Two Orcish High Orc tusks that poke out of the bottom of their mouth. These orc tusks are adorned with silver rings with garnet and onyx gemstones that wrap around their tusks. 
Two High Troll tusks that poke out of the top of their mouth. These troll tusks are adorned with bronze rings with jade and amber gemstones that wrap around their tusks. 
Two Hobgoblin goblinoid tusks that poke out of the top of their mouth. These hobgoblin tusks are adorned with gold rings with quartz and jasper gemstones that wrap around their tusks. 
Two Ancient Ogre tusks that poke out of the bottom of their mouth. These ogre tusks are adorned with copper rings with agate and emerald gemstones that wrap around their tusks. 
One Giant kin White Snow Oni Kijin horn on forehead. 
Two Giant kin Blue Lightning Oni Kijin horns on forehead. These oni tusks are adorned with brass ring piercings with malachite and alexandrite gemstones. 
Two Giant kin Red Fire Oni Kijin horns on forehead. These oni tusks are adorned with brass ring piercings with rhodonite and zircon gemstones. 
The bottom of the horns are covered by an elaborate red headband adorned with gemstones. The headband keeps the Afro Asian Native hair out of their face. 
Their neck is covered with a blue bandana with a gold metal plate engraved with an arcane symbol engraved on it.
They do not mask these features. This lets them know who fears them and lets them know who their real friends are. 
These features are considered intense, cryptic, domineering, enigmatic, striking, fierce, imposing, alluring, regal, vivid, mystical, intricate, & magnificent by their goblinoid and giant kin allies. 
When in Fae Elvish Form: 
Long purple, silver, or green Dark Fae hair tied in a dutch or french braid. 
Braided with metal braids and beaded with wooden beads. 
Red, green, blue, or purple Dark Fae Elvish eyes. 
Narrow, sharp, full, keen, refined, soft, smooth, bony, craggy, sloped, angular, protruding, subtle, & pronounced facial features 
Light Fae Elvish ears. 
Upturned Nose. 
Androgynous Face. 
High Cheekbones.  
Enlarged eyes. 
Two antennae on forehead. Helps with psionic powers, telepathy, empathy, & resistance against mind control.
Feathery growths around the sides of the face. 
Petal flower plant-like growths on arms and shoulders that grow stronger under sunlight, starlight, & moonlight. 
Silken and velvety pearlescent skin 
Delicate and symmetrical facial features.
Lean and toned body type. 
Dark fae elvish form has gunmetal color hair. 
Matte black color skin with a sheen to it that looks like car paint. 
Deep burnt orange red undertone. 
Red hair with brass highlights.
These features are considered meek, delicate, slight, dreamlike, petite, timid, graceful, effervescent, spunky, airy, sparkling, lissom, willowy, vivacious, dainty, elegant, & fine by their light and dark fae elvish allies. 
They do not mask these features. This lets them know who fears them and lets them know who their real friends are. 
Sex: Male. Assigned male at birth or AMAB
Gender: Nonbinary or Two Spirit
Gender Identity: Bigender or Pangender
Sexual Orientation: Omnisexual, or Polysexual
Pronouns: He him, she her, they them 
Religion: Magical human pagan. Polytheistic 
Spirituality: 
Believer in Indigenous magical human spirituality. 
Believer in animism. Belief that nature, animals, plants, & objects have souls. 
Languages: 
Fluent in reading, writing, & speaking the Indigenous magical human language, magical human language, & Homo Magi language. Fluent in writing, reading, and speaking Common, Undercommon, Goblin, Underdark, Fey, Elvish, Droll, Draenei, Gnomish, Dwarvish, Troll, Sylvan, Orcish, Halfling, & Giantish. They are fluent in these languages because of their Human, Elvish, Giant Kin, & Goblinoid ancestry. They are inarticulate in Deep Speech, Fiendish, Serpent Tongue, Celestial Primordial, & Draconic.  
Disabilities: 
Autistic as someone with autism
Neurodivergent: ADD or attention deficit disorder, ADHD or attention hyperactive disorder, OCD or obsessive-compulsive disorder 
Prosthetic Arm: 
Automotive Armored Prosthetic Bionic Arm. They have an automotive armored prosthetic bionic right arm. He/she/they are physically disabled as someone because he/she/they were disfigured in combat during war. He/she/they were disfigured by a magical arcane mithril longsword wielded by an officer of the Homo Magi Empire. At some point in the past he/she/they have lost use and function to a part of himself/herself/themselves. But through study of the arcane and the help of those who have already done so he/she/they have replaced it with an advanced high-end prosthetic bionic replacement. It is a prosthesis that replaces a missing extremity such as an arm or leg. The type of limb used is determined by the extent of amputation or loss of the missing extremity and the location of the missing extremity. Artificial limbs are needed for a variety of reasons where a body part is either missing from the body or a body part is too damaged to be repaired. It was built for them by an engineer, an inventor, a mechanic, several artificers of differing subclasses and backgrounds, & several highly skilled magic users (such as a mage, alchemist, sorcerer, witch, & warlock). It was installed on their body through a team of highly trained surgeons and doctors. Having artificial prosthetic limbs comes with a number of complications. Some of which are minor inconveniences while others can be dangerous if ignored. Due to the constant risk of damage and mechanical failures the mechanical prosthetics require daily maintenance and repair. It is maintained and repaired regularly by a team of mechanics and artificers. The automotive armored prosthetic bionic arm is highly upgradable and highly customizable. The prosthetic is linked directly to the nervous system taking electrical pulses from nerves to regulate the many electrical motors and actuators inside the prosthetic bionic arm. It can be moved at will like a natural appendage. This augment functions as if it were the normal body part. These constructs are designed to replace lost limbs if magical healing is not available or if the user desires to have an improved replacement. The automotive mechanized bionic prosthetic arm has electrical motors, gears, & springs. The bionic arm is made with a full skeletal titanium frame with steel armor plating to protect the wires and intricate machinery inside. The automotive armored prosthetic bionic arm moves using synthetic muscles and fibers. It is a fully articulated prosthetic arm with multiple moving parts capable of manipulating even weapons.  Once the prosthetic is attuned to its user it will behave and act as the limb it replaces. It moves according to conscious and unconscious thoughts and commands from its user. This was a prosthetic intended to replace lost limbs and damaged organs. This advanced prosthetic replaced and enhanced the lost limb. The prosthetic bionic arm was painted to look like their real biological arm. First perfected by draenei, gnomes, dwarves, & goblins, the armored automotive prosthetic bionic arms arms are now built by several master artificers, inventors, & engineers. The bionic arm provides an almost perfect semblance of full functionality but is quite expensive. The recovery time it took for the user to recover from the automotive armored prosthetic bionic arm after doctors and surgeons installed on their body took three months. It does not require an external energy source. It has a built-in battery. The automotive armored prosthetic bionic arm is electrical, steam, & gas powered. This prosthetic arm is also powered by small finely cut shining magical ruby, diamond, amethyst, onyx, pearl, malachite, sapphire, jasper, topaz, quartz, & emerald gemstones inserted throughout the bionic arm. The automotive armored prosthetic arm is also a magically enhanced bionic arm. This prosthetic bionic arm is made of steel, gold, silver, electrum, nickel, brass, titanium, platinum, & copper for durability. However, contemporary technological advancements have allowed certain automotive armored prosthetic bionic limbs to be composed of other materials  as to be less cumbersome and more durable than steel in abnormal conditions. This prosthetic bionic arm is also made with a weave of chrome, fiberglass, aluminum, & carbon fiber for flexibility. Like wearers of normal prosthetics these users are subject to various aches and pains resulting from drastic changes in barometric pressure. However another drawback to full steel limbs are the adverse effects which occur in extreme conditions such as heat and cold. In extremely high temperatures the metals which conduct and retain heat induce great deals of discomfort to the user. Who must remain with a heated metal object grafted to the skin. In extremely cold temperatures the cold conducting metals cause standard oils to cease functioning as well as expedite frostbite damage to the connecting tissue. This means that the bionic arm is also made of lighter more expensive alloys that is resistant to extreme temperature changes so the armored automotive prosthetic bionic arm no longer suffers the ill effects of certain extreme heat and extreme cold environments. This is a high quality prosthetic bionic replacement that is made to look life-like (at least at first glance). This artificial prosthetic limb is much less bulky than its counterparts. Since its frame more closely follows the contours of an organic biological limb. The exterior and interior of its chassis is lined with precious gemstones, crystals, metals, and complex arcane engravings. Engraved with intricate decorations and animated with magic. A powerful enchantment provides full sensory feedback to its user allowing all sorts of tasks to be accomplished with the limb. It was upgraded with large glowing red, blue, green, gold, silver, & violet bold magical crystals. The bionic arm comes with a built-in sonar to detect nearby enemies and allies. Some of the more creative and talented prosthetics inventors, artificers, & engineers have been known to include all sorts of devices in prosthetic limbs. Some ranging from helpful tools to dangerous weapons. Including some with questionable legality. Some intrepid amputees have even been known to tinker with their limbs on their own time. However you go about it, modifying an artificial limb requires great expertise and tends to be costly. The prosthetic bionic arm was later weaponized and upgraded with mithril, adamantine, etherium, & orichalcum metal for combat situations as a military grade augmentation. This makes the prosthetic arm built with a lot of durability and so would not break easily even with high output performances in combat.
Clockwork and Magical Prosthetic eye: 
They have a prosthetic clockwork and magical right eye. The prosthetic magical clockwork metal eye is made out of platinum, brass, silver, gold, & copper. They have a blue magical scar that goes from the top of their face on their left forehead all the way to the bottom of their cheek. The scar goes through their left eyebrow. They were blinded in one eye by accident early on in their life as a magical military officer. However their caretakers managed to craft, buy, or otherwise procure some kind of device that allowed them to see more or less like normal people. He/she/they are physically disabled as someone because he/she/they were disfigured in combat during war. He/she/they were disfigured by a magical arcane adamantite crossbow bolt wielded by a high elf officer who was a ranger of the High Elf military of the Elven Federation. At some point in the past he/she/they have lost use and function to a part of himself/herself/themselves. But through study of the arcane and the help of those who have already done so he/she/they have replaced it with an advanced prosthetic replacement.  Without the eye they had decreased depth perception. It was built for them by a gnome, dwarf, & goblin who were tinkerers, inventors, blacksmiths, engineers, & artificers. This mechanical and magical item looks as if a gnome, dwarf, goblin, & draenei attempted to install a watch, a sky pirate spyglass, a pocket watch, & small precious gemstone crystal into the person's eye socket. Since its clockwork technology you can hear the silent whirring of gears when very close to the eye. Losing your eye is fairly easy in a world filled with magic. Gaining back your sight is still possible if you have the brass, copper, silver, platinum, & or gold coin for it. In the biggest cities of the magical kingdoms, homo magi kingdoms, or Indigenous magical human nations you can find merchants of all kinds. However to gain your sight back you must approach only the best gnome, draenei, goblin, or dwarven tinkerers, mechanics, inventors, & artificers in the city. They can install the device in two days. The first day is spent on measurements and creating the components while the second day is spent installing the apparatus. Purchasing a mechanical clockwork and magical eye gains your sight back and much more. These devices not only return your vision but also prevent further eye loss with the diamond hard lenses and metal clockwork. The prosthetic eye lets them be a sniper as a sharpshooter when using a magical carbine or magical rifle. Bizarre irises or unusual pupils mark the individual. It is a magical clockwork prosthetic eye. The metal eye is inlaid with a crystal. The magical crystal iris is hidden behind a glass eye iris made out of four diamond lenses. This artificial eye replaces a real one that was lost or removed. They can see through it as though it were a normal eye. It is adorned by interchangeable gemstone jewel crystals. The crystal can be a blue sapphire, red ruby, green emerald, white pearl, purple amethyst, black obsidian, or gold citrine gemstone crystal that acts as the prosthetic eye’s iris. This lets their left eye color be a variety of colors. This is truly a luxury item for the blind. The clockwork eye has a glowing magical gemstone crystal iris with a rune where the iris is supposed to be. The iris is shaped like the slitted eye of a kitsune nine tailed fox demon or the eye of a hellhound. While the eye is embedded in their eye socket. It can’t be removed by anyone other than them. The clockwork mechanical and magical glass eye upgraded with them as they ranked up as an adventurer. The eye has been customized and upgraded many times now that they are a S rank adventurer. 
Their clockwork mechanical and magical glass eye. It is hidden under an esoteric black eyepatch made out of dragonhide leather from an ancient chromatic black dragon with a gold plate engraved with an arcane rune. The eye patch is encrusted with small magical sapphire, ruby, emerald, amethyst, & diamond gemstones. The eye patch blocks unwanted telepathy from telepaths and empaths. The eye patch makes the user invisible for several minutes.The magical eye was upgraded by tieflings, fiend, celestial, aasimar warlocks with arch fae pacts, undying pacts, dark pacts, undead pacts, genie or djinn pacts, celestial pacts, & fiend pacts. The clockwork mechanical and magical glass eye gives them superhuman perception, knowledge, charisma, wisdom, intelligence, & luck. This gives this magical eye and clockwork prosthetic eye many magical and supernatural powers. The crystal is engraved with an arcane symbol. It allows the user to shoot magical optic blasts in the forms of magical beams or lasers from their eyes. It is detachable and can send images and video to its owner while detached functioning as a spy camera. They have the ability to remove one's false, magical, & mechanical eye and use it to view hard-to-see areas during certain situations after placing it somewhere. The eye is not in any way connected to the owner yet it operates just as well as it was. It functions as a magical surveillance drone or spy camera. He/she/they have an arcane magical eye. It gives the user the ability of eidetic memory and memory retention. It can copy anything it perceives. Gives the user near 360 telescopic and binocular vision. It has three blindspots. These blindspots are hard to exploit though. The magical eye lets them mind control other people, but only who look directly into their prosthetic eye, for a few minutes. The arcane eye lets them see through illusions. It lets them hypnotize enemies with illusions but only with direct line of sight. Lets them summon and command low level celestials and infernals such as demons and angels. It lets them summon imps and mustevals as familiars. Allows users to use all elements such as fire, water, storm, rock, & nature as an elementalist. It lets them see in the dark with night vision or heat signatures with heat vision. It lets them see magical signatures. It lets them see invisible creatures. It lets them speed up or slow down their perception of time for a few minutes using the clockwork mechanisms in the prosthetic eye. They can’t time travel using the eye though. It lets them see a few minutes into the future with the power of precognition, clairvoyance, & divination. It protects them from telepathy and telepaths such as mind flayers. It lets them use a penance stare or petrifying gaze on enemies who look directly into the eye for a few minutes. It gives them the superpower of ultimate vision with magic. They can see throughout the electromagnetic spectrum on a supernatural level. Allows users to see through supernatural disguises. Allows users the ability to see through dimensional rifts or interplane disturbances only for a few seconds. Gives the user the ability to use true sight for a few minutes. These powers are because of a magical clockwork entity that used mechanical symbiosis to fuse with the clockwork and magical prosthetic eye. Using these magical powers through the clockwork mechanical and magical glass eye is taxing on their energy, stamina, & endurance so they don’t use it often. This is a masterwork crafted item of hobgoblin, dwarvish, gnomish, & draenei make is of near mythical platinum rarity.  
Mental Illnesses: Depression, anxiety, panic attacks, & PTSD or post-traumatic stress disorder.
Relatives:
Parents:
Father: Magical human High King and Indigenous Magical human Chieftain Elric Norwood or Kehar Sujin Pramoj-Kahn 
Mother: Magical human and homo magi Empress Victoria Delacroix or Farah Talia Kahn
Siblings:
Younger Sisters: 
Paramount Chieftain and Warchief Charlotte Norwood who is a Barbarian and Fighter  
Princess Olivia Norwood the Grand Inquisitor of Inquisition and High Elder of the Templar Mage Hunters
Princess Sophia Norwood a Magic User who is Grand Magister of an Arcane Magic Circle and the Parliamentary Leader of the Magical Government
Younger Brothers: 
Chieftain and Warchief Mason Norwood who is a Druid and Ranger of a druidic circle  
King Levi Norwood a paladin who is High Elder of a Knight and Paladin Order 
Aunts/Uncles: 
Six aunts and uncles.
Three aunts. Three uncles. 
Cousins: 
16 cousins.
Children:
Adoptive children: 
Huan Niao
Liang Niao
Biological Children:
Liao Lua-Pramoj
Mai Lua-Pramoj
Brai Clearhunter
Mire Clearhunter
Hae Kim-Pramoj Daughter of Afro Asian Chun Hei Kim 
Marital Status: Married.
Relationship Model: Polyamorous
Relationships:
Love Interests:
Spouses and Partners:
Magical human and Indigenous magical human Queen Jocelyn Newberry or Jocelyn Vanessa Jimenez Rodriguez who is a fighter and magic user. She is Afro Latine and Afro Caribbean Native coded. In our world she would identify as Afro Latine Honduran, Afro Caribbean Costa Rican, and Boruca Indigenous of Costa Rica. She is a half Draenei.  
Chun Hei Kim. An Afro Asian coded character. She is half dragon (Southeast Asian, East Asian and European) and half magical human (Black coded). She is a Half Dragon Fighter 
Afro Asian monk Jia Lua. 
Female Human Cornelia Upri Nerrelot or Jasmine Chen who is a Rogue, Storm Mage (air, water, & lightning magic), & Gunslinger as an airship pirate captain, smuggler, sea pirate admiral
Homo Magi Empress Gwendolyn Olma
High Elf Empress Cellica Urigwyn is an S rank paladin and cleric
Ashryn Genmaris is a Wood Elf Queen S rank druid and ranger
Liadrel Grandstrider is a Blood Elf Queen S rank multi class magic user
Nysa Swiftmight is a Night Elf Queen S rank Bard
Falesh Doomcaller is a Dark Elf Empress S rank Rouge
Lynrea Richshade is a female Void Elf Queen who is a necromancer
Lethhonel Yeldi is a female Cave Elf
Jhilsara Liaris is a female Mountain Elf
Fayeth Balrora is a female Star Elf
Sorisana Holomyar is a female Moon Elf
Kylantha Raloquinal is a female Sun Elf Witch Eilora.
Reyphyra Finnea is a female Light Elf witch  
Lythienne Ravalynn is a female Avariel Winged Elf Witch Female Fire Elf Mage Aila Yllasor
Zniyra Qilee is a female Sea Elf Rogue Sea Pirate 
Illsevel Wynydark is a female Water Elf 
Aleesia Yllanelis is a female Earth Elf
Maescia Magbanise is a female Air Elf 
Darshee Carstina is a female Snow Elf
Eshenesra Leocan is a female Ash Elf
Alais Yinsys is a female Desert Elf 
Tialha Sharis is a female Wild Elf
Kilyn Naeharice is a female Proto Elf
Saida Zindi is a female City Elf
Coxaris Alvarara is a female Half Elf S rank summoner and beast master.
Zestari Gregwyn is a female Half Drow
Kaeria Sarmaris is a female space elf. She was displaced to the year 240 of this world (imagine our 1940s) from the year 2450
Sitia a Lightforged Draenei Queen S rank tinkerer and artificer
Alzi is a female Lightforged Draenei Paladin and Cleric
Xarett is a female Man’ari Unshackled Draenei Shaman and Druid
Keilun is a female Man’ari Shackled Draenei Mage and Warlock
Kodreg is a female Hobgoblin (evolved jungle and forest goblin)
Vrec is a female Hobgoblin (evolved gold goblin)
Zel is a female Hobgoblin (evolved fire goblin)
Rhud is a female Hobgoblin (evolved swamp goblin)
Norz is a female Hobgoblin (evolved tinker goblin) 
Fiyda a female Hobgoblin (evolved urban goblin) fighter and mage
Shan is a female Orog Underdark Orc
Roz is a female Gray Orc
Aodam is a female Mountain Orc
Daalu Stormfriend female Red Orc
Dura Froststeel a female High Orc Chieftain and Warchief S rank fighter, healer, & barbarian
Shaktila is a female Fire and Magma Troll
Zulkraa is a female Ice and Frost Troll
Tirezi is a female Forest and Tree Troll
Javilla is a female Stone and Mountain Troll
Jaroh Edie a female High Troll Chieftain and Warchief druid and healer.
Elyse Wanderchaser is a female Red Ogress.
Bruzrag Rivereye is a female Blue Storm and Lightning Kijin (Evolved Oni). 
Paakko Masterhauler is a female White Frost and Ice Kijin (Evolved Oni)
Mennio Flintmaker female Red Fire and Magma Kijin (Evolved Oni)
Vone Highhand is a female Storm and Lightning Goliath
Levi Bearjumper is a female Air and Cloud Goliath
Thagia Stonekiller is a female Fire and Magma Goliath
Inarra Tribewanderer is a female Ice and Frost Goliath 
Pauneo Deerleader is a female Hill and Earth Goliath
Maupeo Swiftstalker a female Behemoth (Evolved Goliath) Chieftain and Warchief S rank monk
Thana is a female Storm and Lightning Giant
Vomnild is a female Fire and Magma Giant
Dalra is a female Ice and Frost Giant
Zistra is a female Earth and Rock Giant
Salaia a female Winged and Feral Tiefling (Bloodline of Asmodeus, Baalzebul, Dispater, Fierna, & Zariel) Rogue and Fighter 
Phetari Vosara a female Hellfire and Abyssal Tiefling (Bloodline of Mephistopheles, Glasya, Levistus, Mammon) and Succubi hybrid Warlock and Sorceress
Vinra a female Fallen Aasimar Warlock and Rogue
Illi a female Scourge and Protector Aasimar S rank Cleric and Paladin
Lovers:  
Delena is a female Goddess of Logic, Charity, Honor, Mercy, Justice, & Truth 
Phutheia is a female Goddess of War, Vengeance, & Glory
Ver'gan is a female Demon Queen, Devil General, & Demon Lord
Yoalyn Bronzebrook a female lightfoot halfling 
Anjen Autumnsun a female ghostwise halfling 
Heidol Zenna a female Dullahan Fallen Paladin 
Quart a female Humanoid Slimefolk Poring
Najiyya Azzam is a female Fire and Magma Djinn
Anbara Kalil is a female Water and Ice Djinn
Ruqayya Shaban is a female Earth and Mineral Djinn
Naafoora Yusuf is a female Air and Lightning Djinn
Terra a female Earth and Mineral Genasi S rank Barbarian and Fighter
Incinerate a female Fire and Magma Genasi S rank Artificer and Fighter
Tsunami a female Water and Ice Genasi S rank Cleric and Druid
Atmosphere a female Air and Lightning Genasi S rank Fighter and Ranger
Gidna Fierceclaw a female Royal Leonin Beastkin S rank Fighter and Paladin 
Tralzurh Siltnose a female Riverpaw Gnoll S rank Barbarian and Warlock 
Odd luck a female watcher tabaxi S rank Rogue and Monk
Ylva Peterson a female pureblood alpha werewolf 
Helga Olafsdottir a female werecat saber toothed Smilodon S rank fighter and barbarian 
Nebula Green a female pureblood alpha vampire sunwalker 
Sezlyneh Stonehoof a female Alicorn (Winged Unicorn and Pegasi) Centaur S rank Paladin and Cleric
Vofrar Brightleaves a female Reindeer Centaur S rank Ranger and Druid 
Zotse Winterseeker a female Mountain Tauren S rank monk and fighter 
Naba a female faun Ram Satyr an S rank Druid and Ranger 
Yorane a female Firebird Phoenix Harpy Fighter and Rogue
Sheng Coldbranch a female Eagle Aarakocra Artificer and Gunslinger
Akli a female serpentfolk Yuan-ti pureblood Monk and Fighter
Notleshi a female humanoid serpentfolk naga and lamia Bard and Monk
Lyn a female saltwater merfolk mermaid, siren, deep ocean triton, & fresh water nymph hybrid rogue and storm mage
Noelani Kekoa a female wereshark
Degno Emberdust a female Winged Dragonkin Kobold Artificer and Fighter
Rhah a female gator folk lizard folk 
Myulthajes Oyassa is a female Black Acid and Poison Chromatic Dragonborn 
Clerud Irlynys is a female Blue Storm and Lightning Chromatic Dragonborn 
Prilreth Hinmyse is a female Green Plant and Nature Chromatic Dragonborn 
Napaashtarran Faenys is a female Red Magma and Fire Chromatic Dragonborn 
Nyanxaalik Ophinys is a female White Ice and Frost Chromatic Dragonborn 
Cluldan Binys is a female Purple Amethyst Gem Dragonborn
Unxuulaller Daliann is a female White Diamond Gem Dragonborn 
Alxecun Sorinn is a female Green Emerald Gem Dragonborn
Aarnid Vyragil is a female Blue Sapphire Gem Dragonborn 
Valthel Belgwen is a female Red Ruby Gem Dragonborn 
Krinkesh Origwen is a female Brass Metallic Dragonborn 
Clulthac Iriecoria is a female Titanium Metallic Dragonborn 
Klildrek Welsipatys is a female Bronze Metallic Dragonborn 
Kampel Sodrish is a female Copper Metallic Dragonborn 
Klimtas Ophicoria is a female Silver Metallic Dragonborn 
Praaldraduul Bimeila is a female Gold Metallic Dragonborn 
Yastuac Eshhymm is a female Platinum Metallic Dragonborn 
Yaxareal Loramyse is a female Iron Metallic Dragonborn 
Nyachiashtaad Thasira is a female Tungsten Metallic Dragonborn 
Kuaphuduajer Zofsira is a female Zinc Metallic Dragonborn 
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muertebloom · 9 months
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hc: watched as you signed your name...
as i've written more about naomi's backstory, i have thought a lot about the importance of her mother, marjorie. her mother is a figure of sacrifice; from leaving her home of maztica before it was subsumed by the spellplague, to her dedication to being the kind of hero that many would envy.
it should come as no shock to find out that marjorie was a harper; she mediated negotiations and smothered wars before they started. every description of her was that of a kind, generous soul. she had, by the time naomi was born, settled in baldur's gate; though 'settled' was not a completely true assessment. marjorie spent a lot of time on missions, though naomi was often busy with her academics.
marjorie was a very good mother, her devotion to harper work aside. naomi looked up to her; marjorie encouraged her, encouraged her to excel. naomi was the light of her life; but she didn't tell her much about her work, about her life.
marjorie was killed on a harper mission, leading to naomi being taken in by jaheira. while naomi doesn't know the details, marjorie's death came at the hands of the bhaalist cult; naomi always feels a sense of regret, that she did not know her mother, or the life's work that took her life.
naomi is a lot like an echo of her mother, especially to the people who once worked with her. while it's sometimes a good thing, her overworking and dedication to self-sacrifice are... worrisome. history repeats, the apple doesn't fall far from the tree; naomi often feels that she inherited marjorie's dream of peace.
in reality, naomi, living the life she wished to lead, was marjorie's dream.
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lnane · 9 months
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anyways heres what ive been working on the past 3-4 days.
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ghostwise · 10 months
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30, 41? + dealer's choice since all those prompts are great
When they make a mistake and feel bad, does the guilt differ when it’s personal versus when it’s professional?
She does not have much of a professional sphere of life; her role as a Mortarch is personal AND it's her "job" in a sense, though she never asks for fees or money, and therefore relies on donations for her livelihood. That being said she feels any mistake very keenly, and tries to avoid making them.
What phrases, pronunciations, or mannerisms did they pick up from someone / somewhere else?
I like to think she speaks Common, and a bit of Purépecha. However as she spent a lot of time alone in Baldur's Gate, Common wound up being more familiar to her. :) Her mother and adopted parents hail from the same region. I'm envisioning it as a mountain community based on parts of Mexico.
I'm still researching a bit about what the lore has to say on it, but I'm not sure how comfy I am with things like the Maztica region (sounds like a brand of corn masa lol) and the Nexalan language. I'm happy just inventing my own thing here. 😅
I also think she makes very slow, sweeping hand gestures when she talks, something she picked up from the first follower of Kelemvor she met. It's probably very soothing to watch. Helps her bedside manner, if you will.
What subject / topic do they know a lot about that’s completely useless to the direct plot?
Different manners of death and their effects on corpses. That's not even necessarily part of her training as a Mortarch; she's just seen death, and lots of it. Ough.
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Imoen: I haven’t done any of the things I wanted to do by the time I was 20.
Charname: Like what?
Imoen: Like, okay, I haven’t met anyone from Maztica. I haven’t had the perfect kiss. And I haven’t been to sniper school.
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stupidjaguar · 2 years
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21.03.22
Little Caramel back then they lived in Maztica and was Сatches the Stars
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slverblood · 12 days
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THE SWORDS OF THE LADY.
This post takes a look at the knightly Selûnite order, the Swords of the Lady. This is not a detailed list of their history, members, activities, etc. Rather it's a general overview. Further details will come in future posts.
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IN THE DARK YEARS FOLLOWING Netheril's fall, the Moonmaiden's Shard gifted four enchanted rings to Her faithful: Amglaer, Emthandas, Shelmroun, Tilithar. Each ring possesses its own power, but it is only when they are brought together that their true power is known. This knowledge was revealed to Her faithful gathered at Manystreams in 616 DR. Two rings had been unwittingly brought together there: Amglaer on the finger of Randar Rheligonther, Moon Priest of Neverwinter; and Shelmroun on Amtheiera Summerdusk, Lunequeen of Danthaldown. Together, they set off on a quest to unite all the rings. The two became known as the Great Lovers and are still revered as saints by Selûnites nearly a thousand years later. Though they never laid eyes on Emthandas, Tilithar was their wedding gift from Our Lady of Silver.
It is from their legacy that the Swords of the Lady were born. They journeyed with only a handful of companions. Those who still stood when the Great Lovers perished in 686 DR were the first to swear this order's vow over their graves. The order has ever after been committed to upholding the Moonmaiden's teachings, wading into the heart of darkness that it might be driven back, and seeking the four rings that all Her faithful might be woven together by the Moonweb. This final tenet was altered when Selûne made it clear She wished for the rings to journey far on many hands and that doom was appointed for any attempting to possess all four at once. The Swords of the Lady thus keep better track of the rings movements than any others, and they are most eager to bear one.
Each member is committed to embodying the Moonmaiden's light as truly as mortally possible. Thus, though they are termed a knightly order, order has very little to do with them. Each member is knighted and will be titled as sir / dame / ser, but they possess no hierarchy. There are no ranks or formal leadership. It is at the discretion of each Sword to induct new members — though, of course, if fellow Swords do not recognize the induction then it means little. They are bound by brotherhood, faith, a common vow not some mortal law or leadership. If any of those bonds fail, the order is meaningless. This has led to a great love between its members, for that is what truly binds them, with even members who are complete strangers to one another treating each other as close kin upon first meeting.
Induction into the Swords of the Lady does not preclude one from swearing other vows. They must simply swear no vows that contradict the one held by the order. Indeed, it is common to see a Sword sworn to a Selûnite community / organization or a faithful Selûnite individual. They may even swear themselves to the defense of a particular location or relic. They can thus be found in any corner of Toril touched by Selûne's light — or Shar's darkness. They have been welcomed not only in Faerûn but Kara-Tur, Zakhara, Katashaka, and Maztica. (That they lack a formal hierarchy and tend to move alone or in small groups helps this. Even one Sword can be a formidable opponent, but there's little threat to established order in small numbers.)
As for who may join, the Swords of the Lady do not discriminate, as the Lady of Silver Herself does not. Race, class, background, point of origin — none of this matters. If their heart is true, if their soul is faithful, if their vow is sincere, then they may be knighted. This does not mean it is easy to join, however. A Sword's devotion to the Moonmaiden comes before all else — including their own life and health. This is not an ask the Moonmaiden has made of them. Rather it is the result of ironclad certainty. They know where they go when they die, and so death holds no fear for them. They trust entirely to the Moonmaiden's will. Wherever the Goddess of Wanderers leads, they will follow. Indeed, many spend their lives perpetually on the road, navigating by Her light alone. They are all of them fearless in battle. And, mad. Only the faithful of Tymora can match them in risk-taking and crazed-wits spontaneity.
One of their most famous members was Dame Aylin herself. When she disappeared in Reithwin, the Swords took great pains to find her. They all failed. One made it far enough to sneak through the Grymforge, up to the Gauntlet of Shar, and into the Shadowfell entrance hidden below. She was unable to send word of her findings to her fellows, and she never reemerged. The order did not give up, however, and fought opposite Ketheric and his Dark Justiciars in his ill-fated war. They were called together from every corner of Toril. Never before had they gathered in such great number. That war and the shadow curse unleashed after shattered them. A pyrrhic victory.
In Her grief, Selûne withdrew Her favor from the order. What remained underwent another transformation. For the first time in history, they have become stationery. Though individual members may go afield on specific quests or errands, the order has spent the past century guarding the borders of the shadow-cursed lands. They keep people out, keep cursed beings in, and attempt to prevent the curse from spreading. This is an inherently Sisyphean task, particularly in the shadow of Selûne's waning favor. They have diminished tremendously, becoming little more than legends to the rest of the world. When Isobel raised the Moonshield over Last Light Inn, they were drawn toward it, and they allied with her and the Harpers against the Cult of the Absolute. When Aylin is freed and the curse is broken, they leave those lands at last to end the Elder Brain's threat in Baldur's Gate. They return to Reithwin afterward, however, to help the land heal and protect the Selûnites attempting to reclaim the town. This is a chance for rejuvenation for them as well. Their goddess' favor once more shines upon them.
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