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#astral advent
gatheredfates · 6 months
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ALAICE DEVERAUX
Nicknames: Not applicable. Age: Twenty-one. Nameday: Twenty-Seventh Sun of the First Astral Moon (apparently I gave her my birthday, so that might change!) Race: Duskwight Elezen. Gender: Cis female. Orientation: Straight? Profession: Lady of the House of Deveraux and Dubois, last remaining survivor after the Dragonsong War; apprentice baker and occasional confidant to Firelight Trading Company.
PHYSICAL ASPECTS
Hair: A light blue, leaning more into teal. She tends to style it in loose curls around her shoulders. Eyes: She is heterochromatic! One eye is teal, the other is a steel grey. Skin: Pale with a silvery undertone; it tends to reflect whatever light hits it, rather than possessing it's own distinct colour. Tattoos/Scars: None of any note.
FAMILY
Parents: Lord and Lady Deveraux, dead by Alaice's sixteenth year. It is said that Lord Deveraux attempted to defend his wife from the dragons before he was engulfed in flames. No remains of her mother have been found. Siblings: Not applicable. Grandparents: Not applicable, more unfortunate souls lost to the war. In-Laws and Others: Alaice has a child from her first marriage, a daughter called Alyna. Her husband, Draeir Dubois, died under mysterious circumstances in the months preceding the Ishgardian/Dragon peace treaty, bringing no end of speculation from gentry and smallfolk alike. Some suspect his desire to expand his house beyond Foundation's spires drew ire from the High Houses and he was made an example of. Others suspect a more... intimate cause. Without a murder weapon or obvious intent, none can deduce a proper suspect.
She is particularly close to @riftdancing's Siyoh Mari who, whilst not understanding a lick of Ishgardian gossip, will happily entertain the confusion over a cup of tea as Alaice dramatizes. This leagues better than Elandervier who told her she'd 'rather chew on a voidsent's ass' and leaves at the very mention of anything to do with the city. She has an extremely complicated relationship with the other Elezen due to their mutual upbringings, trauma and reconciliation.
When Firelight is conducting business in Ishgard, she can be seen at its patriarch's side helping him navigate the intricacies of the city. Pets: Unless you count the many birds that have taken residence in her gardens, not applicable.
SKILLS
Abilities: Alaice is ice-aspected to a dangerous degree, and it's an element she has always tried to keep under wraps for fear of heresy and expulsion from the Holy See. As a result, the magic is unpredictable and emerges as a by-product of extreme situations/emotions. Only a select few people know she possesses such an ability. Hobbies: Like all ladies of her standing, Alaice was given a proper education including tutelage in deportment; music, song and dance; needlework and painting — among other gentle pursuits. She has a particular affinity for bird watching and, in the advent of her husband's death, has sunk herself readily into her little business as a baker.
TRAITS
Most positive trait: Alaice possesses a remarkable capacity for trust despite her confinement and husband's abuse. Worst negative trait: Her naïvety. As a woman constricted by the societal expectations of Ishgardian women, Alaice knows scarce little about the world around her — or even Ishgard proper. It is something she is working constantly to undo.
LIKES
Colours: Blue, white, silver, gold and shades of brown. However, given Ishgard's proclivity to the cold, any colour that can break through the sheen of snow is a welcomed addition in her eyes. Smells: Anything floral and/or citrus. These are not necessarily smells she will wear, but remind her of a time before the Calamity when the climate of Ishgard was better suited. She's also partial to vanilla, almond and loves the smell of rain. Textures: Knitted wool and smooth glass (or ice, though she tries not to think too much about it), the gentle prick of pine and the grooves in wood and stone. Drinks: Champagne, white wine and mead. She's also discovering some enjoyment of red wine, stay tuned if she gets more extreme!
OTHER DETAILS
Smokes: Rarely. She smoked recreationally after her parents died, a sort of 'dare' from the other ladies in her company, and took it up in secret as a way to release anxiety in the early days of her marriage — away from the prying eyes of her husband. Alaice quit after becoming pregnant with Alyna and hasn't taken it back up due to associating it with those negative experiences. Drinks: Semi-regularly. Much like smoking, she quit entirely when she got pregnant and tends to only partake as a social nicety. She can acknowledge where she was falling into unhealthy patterns when she was married and tries not to go back to those places. Drugs: Not applicable. Mount Issuance: Not applicable. Alaice was fed on the indoctrination by her husband that is not a lady's place to traverse, but that men should come to her. If she is needed for Firelight Business she will be escorted by their couriers, but she has no vehicle of her own. Been Arrested: No. Being a suspect was traumatic enough. Why would she kill her lord husband?
Tagged by: @eriyu — at least for this one! I'm going to try and do one character per tag. Tagging: @thefreelanceangel, @hythlodaes, @piyopikamika, @sealrock, @thevikingwoman & @yloiseconeillants! If you'd like a chance of being tagged, you can like my permanent interaction call here!
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dailycharacteroption · 2 months
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Roleplay Ramblings: New Elements part 1
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Intro
In the past not just Pathfinder, but even Dungeons and Dragons, there has been a baseline assumption that the four elements of western elementalism were the “true” elements of creation.
Sure, Pathfinder did have wood, metal, aether, and even void elementalists out there in the world, drawing upon not just the Chinese Wuxing, but also the expanded western elements and even Japanese Godai, respectively. However, these were generally considered not “true” elements since those that drew upon them do not call upon an elemental plane. Metal is just a group of themed spells and doesn’t even have independence from the earth element for kineticists, wood draws upon the First World, Aether draws upon both the ethereal and astral plane, and Void… well, we’re not really sure how that one works at all drawing not just from negative energy, but also concepts of stillness and serenity. All together, they represent unique ways to tap into magic… but they still are only elements in name.
…Or so we thought.
With the advent of Rage of the Elements, it became revealed that the elements of Metal and Wood were indeed real, but had been inaccessible for an unfathomable length of time due to the treachery of the Elemental Lords.
Fans of Pathfinder’s lore will recall that the four “evil” elemental lords of the familiar elements imprisoned their “good” counterparts inside magical gemstone artifacts, The Moaning Diamond, the Garnet Brand, the Untouchable Opal, and the Gasping Pearl. All in a bid of an alliance of power between the four as they ruled the planes.
However, doing so had an unusual side effect in that this imbalance of power actually literally unbalanced the planes on a cosmic scale, shunting both the planes of Metal and Wood out of alignment with the rest of the multiverse, seeming to vanish entirely as the borders of the planes they once rested between closed in with their new neighbors.
However, after the goodly elemental lords were freed one after the other, thanks in no small part by planeshopping members of the Pathfinder Society, the balanced was restored and the two planes have begun creeping back in, freed from their isolation as their residents and wonders marvel and are marveled in kind by the cosmos they have rejoined.
These two planes have elemental lords, genies, and elementals of their own, a whole ecology that parallels the other planes but also prove unique in their own right. Presumably, the two more destructive or antisocial of the elemental lords of metal and wood were not included in the original conspiracy due to their comparative lack of malevolence or thirst for power compared to their contemporaries, though that isn’t to say they don’t have their quirks.
To describe them briefly, (in preparation for further entries this week) the Plane of Metal is a place of change and creation, of forged form and function, of art and science, of creation, but also destruction, for while many wondrous things can be created from the harnessed metals and materials, they are also associated with destruction, not just for metal’s association with weapons, but also the fact that nothing that is created can last forever, and all metal succumbs to rust and corrosion eventually.
Meanwhile, the Plane of Wood is a place of cultivated order, for while it is a place of constant genesis and life, rarely if ever does it grow without some for of guidance, either directly from sapient beings or simply by the nature of the plane itself. It is a place of fractals, plants growing on plants growing on plants all the way down and all the way up to perceptual infinity. But it is also a garden where wonders are cultivated, harvested, and crafted, with many elemental beings being literally carved into shape from the living essence of the plane. Very different indeed is this plane when compared to the wild verdant nature of the First World.
These planes were introduced in Second Edition, and everything about them rules-wise has been written with that assumption… But maybe you prefer First Edition, and want to see how the return of these planes can be realized in that system? Well, that’s what we’re going to look at this week! Some things won’t need much work, but others will require a bit more, but we’ll explore it all the same. I hope you’re looking forward to it!
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kyzveryown · 5 months
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OBSERVATIONS: KH MISSING LINK BETA #III
I’ve returned with another Observations for the third Kingdom Hearts: Missing Link closed beta. Like the second closed beta, there wasn’t much in terms of story which is to be expected. Below is a list of notes, thoughts, and observations I wrote down as I was watching the story cutscenes.
[Note: For context, I’m differentiating the versions of Scala ad Caelum from KHML and KH3/DR from the other. So, "α-Scala" refers to the KHML version, "β-Scala" refers to the KH3/DR version. Lastly, I call Brain "Blaine". It's just a preference.]
— It seems like the Founders (presumably) were able to track the temporal paths (the paths in which they're traveling through time) of the Union Leaders after they departed from the Ark before Daybreak's collapse. A "connection point" was mentioned so based on that, there can be two possibilities to explain what might've happened; the Ark's pods had a set destination and were supposed to arrive at the same point but didn't due to some unforeseen circumstance. Or the Ark's pods each had separate destinations and the Founders weren't expecting their temporal paths to be that spread out (basically, they were expecting them all to arrive roughly around the same time but not decades apart). This could mean that each pod traveled through time at different speeds. That would explain why they all arrived at different points in time. However, given what we know about the mental and physical effects of time travel via the pods, I'd say it's the first possibility. — Blaine and the Player seemingly arrived in α-Scala at the same time? The Founders (presumably) were anticipating Blaine's arrival, but not the Player's. So, that makes the Player an anomaly which is suspicious considering when, where, and how they initially died. How did their soul/heart even get back? — I wonder what the black feather represents. Maybe there's a secret society in α-Scala that worships and/or follows the path of darkness. It'd be interesting if that ends up being true. — I remember someone over on Twitter saying the Organization XIII-esque twins standing on the rooftop reminded them Kadaj and Loz from FFVII: Advent Children and now I can't unsee it. — The twins are tracking the Player (and possibly Remus) for some reason. I wonder why? Also, that short scene with them on the rooftop reminds me of KHIV reveal trailer. It mirrors the part where you see the Master (presumably) and the other hooded figure watching Sora fight the Kaiju Darkside. Of course, there's the possibility that neither of the black coats are The Master. Could be someone else entirely. — Nept definitely knows more than he's letting on. It seems like he has the power to either alter or erase memories and based on that one specific shot, that power may have something to do with his eye(s). This is a huge reach but maybe he has a Gazing eye? It wouldn’t be all that surprising if someone other than The Master had one. The Gazing eye could be something like a gift or a curse bestowed upon someone from a higher power (*cough FFXIII). It’d be interesting if that’s the case. — Looks like my "astral plane could be a chaotic realm" claim isn't too far off. I'll reserve my thoughts on that and wait for more information. If that turns out to even be somewhat true, then I’m going to have A LOT to talk about. Trust me, I am itching to write about that, but I’ll be patient.
And that covers all of my thoughts for now. Still patiently waiting for the game to release (again, whenever that’ll be).
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theblindarcher · 1 year
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Advent Protocol engaged
GBA FE inspired portraits of the Astral Chain protagonists / Akira Howard made to commemorate the game's third anniversary.
Fun fact; this got liked and RT'd by Takahisa Taura on Twitter. That absolutely blew my mind when it happened.
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13daysadvent · 7 months
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A multi-winged Blot is here to reveal the 2024 theme: 👿 Demons & Divinity 😇
No matter how many eyes they have, all creatures good and evil will be featured in this year's digital zine & advent calendar!
Apps for this year are now open!
Zine/Merch Artists: https://forms.gle/7v8AiTbXGGM31xAo6
Writers: https://forms.gle/UDPT4vZzp83VU3yD6
Other Creatives: https://forms.gle/4aBiZvCfDAZ1zyxH9
Looking for a little more detail on the 2024 "Demons & Divinity" theme? A full write-up on this year's theme can be found below the cut! 🔻
For demons/demonic beings we are looking for typical representations of malevolent supernatural entities across religion, folklore, and mythology. This can include things such as demons and fallen angels seen in Judeo-Christianity, natural evils personified as gods or spirits, underworld entities that rule over the realm of death, mischievous tricksters, and beings of chaos representing disorder and destruction.
For divinity we are looking for representations of benevolent beings that may or may not dwell on upper planes. This can include representations of God or angels seen in Judeo-Christianity; celestial entities that dwell in or are associated with the heavens/astral realm, stars, or the cosmos; entities that rule over life and rebirth; and beings that gather power through worship and mass belief.
The above are merely examples and not a hard list to be followed. What we are not looking for, on that note, are things that fall more under the classification of cryptids. If you've already applied and this has given you new ideas, remember that our forms are always editable.
If you have any questions please don't hesitate to ask! And remember to stay spooky, buddies!
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altocat · 1 year
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It would appear I have been summoned again lol. I am currently trying to talk with Japanese players about Sephiroth’s voice lines in EC and I really can’t recommend looking into the discussions on the LifeStream website enough—especially if you guys are curious about this stuff.
For instance, here are the names and Japanese names of Seph’s weapons and attacks so far!
Localization notes:
Limit Breaks
Astral Gate (星門, Seimon, lit. "Planet's Gate" or "Star's Gate")
Ardent Flare (アーデントフレア, Ādento Furea)
Weapons and Abilities
Nameless (無銘, Mumei)
Telluric Fury (動地, Dōchi, lit. "Shaking Land")
Edged Wings (斬り羽, Kiriha, lit. "Cutting Feather," a euphemism for an excavation site)
Aerial Frostblade (氷翼急翔, Hyōyoku Kyūshō, lit. "Cold Wings Swiftly Soar")
Glaireid (グライレイド, Guraireido, lit. "Gli-Raid," Glide+Raid)
Sweeping Slash (孤斬, Kozan, lit. "Lone Cut")
Aonibi (青鈍, Aonibi, lit. "Dull Blue")
Frenzied Stance (荒天のかまえ, Kōten no Kamae, lit. "Stormy Weather Stance")
Northern Lights (ノーザンライツ, Nōzan Raitsu)
Radiant Aurora (極光, Kyokkō, lit. "Aurora")
Prototype Crimson Blade (試作・紅蓮太刀, Shisaku: Guren-tachi, lit. "Prototype: Crimson Tachi")
Firaga A
CC Alloy Sword (CC合金刀, Shi-Shi Gokin Katana, lit. "CC Alloy Katana")
Thundaga A
Mythril Type-0 Katana (ミスリル0式打ち刀, Misuriru Reishiki Uchigatana, lit. "Mythril Type-0 Uchigatana")
Steadfast Stance (不動のかまえ, Fudō no Kamae, lit. "Immovable Stance")
Shinra Blade: Model I (神羅刀壱号, Shinra Katana Ichigo, lit. "Shinra Katana No. 1")
Shock Blast (ショックブラスト, Shokku Burasuto)
Gear
Shinra's Hero (神羅の英雄, Shinra no Eiyū) - Default; pairs with Nameless
Edged Wings Training Garb (羽刃の修験装, Kiriha no Shugensō, lit. "Cutting Feather Ascetic Garb") - Featured; pairs with Edged Wings
Aeroglider (グライディングスーツ, Guraidingu Sūtsu, lit. "Gliding Suit") - Voucher; pairs with Glaireid
Some curious details include: Sephiroth’s training garb’s name, “cutting feather,” is apparently a euphemism for an excavation site, and though not mentioned here, that Japanese name “kiriha” is the name of a famous sword, kiriha sadamune. This sword was forged by one of the sons of Masamune. A cool detail.
I find it interesting that Sephiroth’s default set could be run together as “Shinra’s Nameless Hero” too.
Sephiroth’s training garb also seems to be a very strict get-up if we go by Japanese. It is his “ascetic garb” which has the implications of something you wear to practice strict self-denial and discipline, almost like a monk.
People have been discussing some other great details on the LifeStream forums since the new Ever Crisis chapter—especially about Seph’s Nibelheim meltdown being his literal “Limit Break” as a person, and why that changed the name of that very attack to “Hell’s Gate” after it summoned the fires of Sephiroth’s wrath.
People also noticed how much Jenova in Advent Children’s opening looked absurdly close to the picture of Lucrecia AND Sephiroth in general. Ever Crisis is really giving us a ton of insight. I will keep sharing with you guys the more I talk to the Japanese players and my friends. I am just a lurker here but I feel like certain great tidbits of info are being missed, so I will do my best to share. I will also try to get those voice line translations!!
You're amazing. Thanks so much for all your valuable insight! I personally find this stuff pretty fascinating.
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lunatic-fandom-space · 9 months
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Ayyyyyyy Ive been tagged by @vanilla-poisons, this is 9 People You'd Like To Know Better
Three Ships: Alfred/Herbert of Tanz der Vampire, Puzzleshipping (Yami/Yuugi) of Yu-Gi-Oh! Duel Monsters, Keyshipping (Astral/Yuma) of Yu-Gi-Oh! Zexal
First Ever Ship: Arazhul_HD/Chaosflo44 who are two Minecraft Youtubers, I usually dont like to count rpf ships because it embarasses me a little but mcyt rpf was my first fandom and that was my first ship. Also, my first non-rpf ship was Bill/Dipper of Gravity Falls which is hardly less embarassing
Last Song: Peacemaker by The Mechanisms
Last Film: I forgor but if proshots of musicals count, the 2014 production of Elisabeth by the Takarazuka Flower Troupe
Currently Reading: A Court of Thorns and Roses by Sarah J. Maas with the express purpose of complaining about it later
Currently Watching: a whole bunch of proshots of Elisabeth
Currently Consuming: chocolate from my advent calendar
Currently Craving: more chocolate tbh
People Im Tagging: @jaewul @violent-kurumi @sleepypharaoh @collector-of-tommys @blueschists @e-blast45 @adhd-languages @peggy-uwu @chewingtoniii
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elf-simp · 5 months
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With the advent of the benchmark and the information that's given us in way of textures, models, and materials: This is going to be the final experiment with this specific body texture before Dawntrail. If I can help it I'm going to be directing my efforts to making a new texture entirely, hopefully one that's completely custom made.
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Fullbody + Kinda shitty closeup under cut lol (also very scattered and chaotic exposition)
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So why this design? Well the short answer is that Seiei is a monster/demon. Even in early drafts of her lore she fell to corruption and had her entire being changed irrevocably.
The long answer is given both the nature of her being, her past, and the area she lived in I wanted to try and draw upon specific themes she has when designing this more beastial form to get a more truly finalized picture of this character.
The biggest themes being Corvids, Emotions (namely rage), Tengu, and the final player that spurred the decision to add scales: Alatreon (yes, from monster hunter). Going in reverse order to explain starting with Alatreon; it was the final piece of the puzzle as every aspect of it fits Seiei nearly to a T with a short blurb of it stating: "Known as a symbol of destruction, people fear even uttering its name. It’s rumored to control all of the elements, but most, if not all, records of its existence have been burned." Going hand in hand with much of what is stated in this writing I posted a while ago. This on top of the fact that when fighting, Alatreon is inherently chaotic and easily enraged, much like Seiei.//
Given the area that Seiei is from—that being Doma—Tengu seemed to fit the bill as well. The decision to include this only reinforced by Swallows Compass.
There is significantly more to unpack here than with Alatreon as well as some still loose ends but the main reasons Tengu play into her design are because they are often depicted as yokai, sometimes even 'evil spirits.' In art and media they are portrayed very commonly with avian characteristics which ties into the whole Corvid thing. I could very well argue that the evolution from Corvids to Tengu is due to her corruption twisting that aspect of her into something monstrous. Oh and the big nose...
But more than that there, are a few stories that portray Tengu as legendary martialists that can employ extremely powerful and dangerous magics, which Seiei has in the form of her prior kenjutsu training and "black smoke". And yes, keeping with typical depictions, she does also have a feather fan, but I'm not sure I've really ever posted her with it.//
Emotions, specifically rage, was the baseline theming for her when I was drafting up her original lore (that needs heavy refinement now but I'll worry about that later). As one might guess this also hooks into 'Dynamis'. You see; Seiei was created shortly after I'd finished Endwalkers MSQ and the idea of "Dynamis" was still fresh in my head. Specifically it's observed ability to spiral out of control (much like real emotion) and create horrid abominations that the people of etheirys do not understand (Much like how rage causes people to do things they otherwise wouldn't with no sound logic behind it).
I'd never been invested in FF's magic system until this point either as it seemed very straight forward and bland to me even with astral and umbral alignments. But with the introduction of Dynamis as the sort of 'antithesis' to Aether I was locked in. My mind had interpreted it as a sort of matter vs anti-matter type of deal given that where one is abundant the other is near absent and they do not generally play well together, so naturally I wanted to try and explore that avenue more.
It was difficult trying to figure out how to get a character to reasonably function with Dynamis at first, especially with her lore being from pre-arr. However, if you know about "The Burn" and it's alleged lack of Aether, one needn't stretch very far to see how Dynamis could have affected Seiei. Or really any character from Othard. I'd love to do a real deep-dive into this at some point but for now you get my very scattered and very raw exposition.
As a sorta related aside, this was all thought up during a very difficult time in my life. So in a way this character started out as 'vent art' to release pent up emotion.//
Anyone who's been around a while knows Seiei's original last name was 'Warcrow'. When I'd made the character at first this had literally zero meaning outside of "I like bird :) " but as time went on I started to see where it could fit.
Without going into an insane amount of detail though because I'm sleepy: The crow motif is more closely tied to her adoptive father (The bunny man) who was exceptionally clever and tricky much like crows are. However, when he had passed our Seiei inherited much of what made him who he was and subsequently twisted it (cannot emphasis enough how much I love corruption). As a result for our Seiei, the meaning of crows is no longer relates to their intelligence or trickery but their more superstitious interpretations of approaching disaster and death. Also because I like the bird and it goes hand in hand with the Tengu thing lol.//
Also:
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astrxlfinale · 17 days
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HC; Limits Unbinding.
Given the advent of his Awakening within Herta's space station. Both frightening potential and a means of understanding a limit were met all at once. The Stellaron can very well be his downfall, despite the energize he utilized to protect in that instance. It's met with warning and concern from multiple members of the Astral Express crew, in turn, this developed a nature within Caelus to have a natural semblance to hold back even in times he should.
A good margin of his focus a 50/50 divide I'd say has to be devoted to keeping this Star of Calamity within the halls of being tamed. It craves experiences no different than he does, and the wild songs of battle elevates the worst of it's instincts. Thus, a good deal of what he's endured across his travels keeps this in mind. Caelus holds an unnatural scale of mental fortitude as a result of keeping these whispers of primordial chaos at bay.
Gradually, this has begun to change bit by bit as he's compelled himself to ease up on that weariness. Gradually testing his limits, devoting himself more to the dangerous situations around him, as much as the internal war being wages. Thus, there's a lot of hidden potential practically frothing at the surface due to this, a means where the alignment of his will and a momentary 'truce' with his Stellaron soul is holds hidden depths, aching to be unleashed.
Mastery holds an importance place in his lifestyle as it's truly a matter of life or death. Far from his own, it's finding that golden ratio to harness the Stellaron, to concentrate it's conceptual ability onto his foes, to disarm it's radioactive like effects upon his allies. (Proof was found the day he defended March with that barrier, giving him a good marking point to reach.)
It creates an interesting duality to his mindset. Where he's often someone who basks in the adventure, and forwardly notes the choices he takes. Compare it to his approach to his abilities, and there's a demanding, controlling grasp he keeps upon it every step of the way.
Tuning that control into technique from then on will be his key.
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thesnacken · 9 months
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A few things about Dusklain, because its my OC and my Blog I can do whatever I want :3c
Dusklain had slightly-above-average exposure to Gaius. While she was hardly exceptional among her contingent, she did end up helping Allie, the youngest of Gaius' adoptive children for a time.
Because of this exposure, Gaius did recognize Dusk at the Praetorium, though couldn't meaningfully place her at the time. By his appearance as Shadowhunter, however, he had remembered.
Dusk was also deeply invested in the Shadows of Werlyt campaign.
Dusk didn't originally plan on working her way up the ranks as a member of the godsbow; her first choice would have been to join the Conjurers' Guild after securing her place in Gridania.
The reason she didn't do this is because her ability to manipulate aether was still sorely lacking. She spent a good deal of time working with E-Yumi-San, but as with her failed training as a Geomancer among her people, it proved fruitless. Some block existed that she was unprepared to topple.
A major breakthrough occurs during her training as a proper Bard. The techniques of "spinning" aether become the basis by which she learns all other disciplines.
Dusk worked closely with Yll Fen before learning the trade (one of two canon crafting skills she has learned). Her work within the guild is partly responsible for the philosophies that carry her through the story.
She is a seasoned leatherworker and tradeswoman before she departs Gridania, though her ability to comfortably cook had not yet been restored.
Prior to the Sundering (and, in the version of events where it occurs, before she took the seat of Azem) Dusk was an Amaurotine Ranger, maintaining the safety of travelways and playing diplomat and guardian where necessary. Hints of these experiences linger in the Dusklain of the eighth astral era, and manifest particularly in her atypically acrobatic methods in combat.
Dusklain uses two unique techniques within the discipline of the Gunbreaker: A battery of explosions she deemed "Oni's Teeth", and a method of shedding a barrier of aether off her body to take blows in her stead (not unlike the Pokemon move "Substitute").
There are two "breakpoints" in Dusk's story: If the ancient Dusklain was takes the seat of Azem, and (in the timeline where she never did) how she responds to the events in Azys Lla. The contrasting storyline sees her adopt a portion of Sephirot's power, and departs between Heavensward and Stormblood to reclaim her homeland (The Warlord version of events). In all versions of events she possesses the Traveler's Ward, though from whence it came differs.
Dusklain canonically heard the song "Answers", and in fact is the advent which prompted her to break from Conscription and flee to Eorzea.
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shahahsanpoetry · 24 days
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Judean colts
The Nazarene child was a rose gold jewel, set against an astral backdrop that blazed through the harvest’s chafe with the intensity of a supernova in tumult
Before his advent, we were salt with no zest, trampled upon by the feet of men,
We were the blind paralytics, vessels drained of their vinicultural blood, but he bestowed on us sight, dusting off the layers that coated our calloused quintessence,
He purged the lepers that blotted our blank slates, and summoned us from our paralysis to stand on our two feet upon unadorned Earth
Through belief, we are remolded, shedding the skin of our previous selves as we emerge from our shells
Like a flutterby bursting through its cocooned cradle, we take flight – each wingbeat severing the ties to the cacophonic shadows of yore
Lo! With glee, we lose our lives, denying ourselves as we hoist our crucifix in our emulation of The beloved Son
We are beasts of burdens, that masquerade under the guise of knighthood
Our throne is the saddle atop Judean colts, where we bear every disease and ride under the red sun of Yeshua’s kingdom
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ultramagicalternate · 4 months
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ULTRAMagic Alternate Lore 17 - The Gods (Old Gods)
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Master Post
WARNING: This lore entry contains potential spoilers for ULTRAMagic Alternate. Please read up to Chapter 30 of Interlude: Shadowland before reading this lore entry.
Gods are a class of highly advanced entities that usually exist outside of the Cosmos. Not to be confused with the deities of Earth religions (barring some unique exceptions), these entities are mostly unknowable and rarely interfere with the Cosmos. The only way they become known is when they make themselves known to Man. They are mighty, beyond comprehension, and seemingly unstoppable. While many are benevolent, some are malevolent and actively tamper with the Cosmos. Learning about these entities is the best and only practical way to deal with them.
The types of Gods
There are 6 types that are recognized as “Primary Gods,” but these are just the ones that Man knows about. They are as follows:
Old Gods
Pure Gods
Rogue Gods
Primordials
Demigods
Astral Entities
Old Gods: These are primeval gods that have existed before the advent of God and the Cosmos. They are Gods of darkness and many are usually forces of nature. There has never been a malevolent Old God. Amoral or indifferent? Most certainly. Outright evil or immoral? No. The Old Gods are so far above the concept of Man that Good and Evil does not exist to them.
Noteworthy individuals: The Deep God, Father Time, Threrth, Death, Mar-Gargn 
Pure Gods: These are entities who have advanced enough to rejoin God in The Source. On occasion some will descend into the Cosmos to assist Man, be it because of boredom or compassion. Pure Gods will always be benevolent.
Noteworthy individuals: The God of The Abyss, The God of Logic, The God of Pain, The God of Man
Rogue Gods: These are Pure Gods who have defied the will of God in one way or another. Their motives are their own, and it will always be unclear what they are up to. They can be benevolent or malevolent.
Noteworthy individuals: The Sludge God?, The Crimson God, The Sepulchre God, The Running God, The Rampaging God, The Roaring God, The Tyrant God, The Dying God, The Machine God, The Decaying God
Demigods: These are entities on their way to ascending into The Source. This phase is considered the pinnacle of their spiritual evolution. While they can be benevolent or malevolent, it is ideal for them to be in the good graces of God and enlightenment so they can ascend.
Noteworthy individuals: The Screaming God, The Night God, The Grave God, The Grass God
Primordials: These are proto Gods, created by God to test the Cosmos when it was first created. They are not considered true Gods despite being classified as such. Many are not even Demigods, in addition to being nowhere near as powerful. Still, they served an important role in the development of the Cosmos and God loves just as dearly as the others.
Noteworthy individuals: Leif (The Dragon of Old), Maximus (The War Machine of Old), The Beast of Old, The Fear of Old, The Hunger of Old, Sir Odo (The Dream of Old), The Colossus of Old, The Taffy of Old, Proteus (The Ocean of Old), The Forest of Old
Astral Entities: These are entities on a similar level to the Old Gods, but are neutral in their affinity. They are neither light nor darkness. They can be found pondering the Void or acting as stewards for the Old Gods and Pure Gods. While some can be benevolent or malevolent, the vast majority are indifferent or neutral.
Noteworthy individuals: The Great Unspeaker 
New Gods?
New Gods are the reason why the Old Gods have become a point of conversation in recent times. These individuals, these new gods, are a blasphemous group of entities that lack the power of a true God. Despite this, they have the power to influence and change the realm of Man. New Gods are frowned upon by Pure Gods and Rogue Gods, but are viewed favorably by Old Gods. God himself is not in favor of New Gods, but does not consider them inherently irreverent.
The best example of a New God is Milan Proch of Universe-23. If that name sounds familiar, it is because it is the Ego of Milosh Proch given form and body. The Old God Threrth saw potential in Milosh, but realized his upbringing would ruin him. Seeing an opportunity to procure an acolyte and remove the Vozenilek’s and Proch’s from Earth, Threrth struck a deal with Anne Vozenilek. He would help the family escape the political persecution they were facing in return for her son’s ego. Naturally Anne accepted out of selfishness, just as Threrth planned.
Milan Proch
After securing the newly created Milan Proch, Threrth went about creating a place called Ertheval. This city-state (that does and does not exist) serves as Threrth’s domain on Earth. It is here where he guides his followers and acolytes towards enlightenment. The best way to know if one is in Ertheval is to look to the sky. A smiling moon, Threrth’s avatar, will take the place of the normal moon. It should also be noted that this city-state causes anomalies for the area in which it manifests due to Threrth’s influence.
Through Threrth’s teachings, Milan was able to become a 4th dimensional mage, adept in soul magic, alchemy, and necromancy. Milosh came to embody Milan’s shadow due to Anne filling the former’s head with promises of power and might. Toxic ideas and ideologies corrupted him, but Milan did not face this turmoil. The mage was given access to the works of Hermes Trismegistus, Carl Jung, Paracelsus, and S.L. MacGregor Mathers (to name a few). This allowed him to truly expand his knowledge and seek enlightenment. Despite the ecstasies granted by Threrth, Milan still feared his shadow, worrying about the man he could become if he ever lost his way.
Who is Threrth? What are the Old Gods about?
The Old Gods have always intervened in The Cosmos, as is their right to do so. They came from the Void after all. When God was born and shined his light upon the Void, the Old Gods took immediate notice. God was doing a lot of things that were unheard of, so some Old Gods decided to help him out. The most supportive three were The Deep God, Father Time, and Death. Threrth and his kin, on the other hand, took the stance of wanting to challenge him, testing God’s grit and mettle.
Who are Threrth and his kin?
Threrth is the god of pleasure, desire, happiness, self-realization, and fire. His goal is for people to live their best lives and seed new life. He detests cheating and stagnancy. His number is 42 and his color is red.
Klernta is the god of death, rebirth, renewal, hope, and water. She is the end of things that give way to a new beginning. Klernta is also seen as the driving force behind Threrth. She detests immortality and denial. Her number is 444 and her color is gray.
Mar-Gargn is the god of war, destruction, conflict, progress, and wind. Conflict is the nature of existence and drives change. He is the rival of Threrth and detests cowardice and dishonor. Mar-Gargn’s number is 70 and his color is purple.
Zertherhar is the god of knowledge, logic, learning, resolution, and Earth. One can not live or progress without knowledge, so he seeks to teach all that he can. He detests censorship and oppression. Zertherhar’s number is 333 and his color is gold.
What is Threrth up to?
Threrth and the other Old Gods are far above the 3rd dimension, so what Man sees are their emanations. Regardless, Man fascinates Threrth to no end. Life existing on such a rudimentary level as low as the 3rd dimension baffles him to this day. Threrth wants to see Man grow and flourish, but gets annoyed when Rogue Gods interfere. Wanting to put what he considers to be spoiled brats in their place, Threrth helps out Man wherever he can. His current opponents are The Sepulchre God and The Crimson God. These two rogues should have been vanquished a long time ago, but Threrth asked The Madman of Old to hold off so he could toy with them for a bit longer.
Threrth focuses on Man. Are they special?
Yes and No. Threrth and his kin seem to be connected to Man, but things like this happen all the time across the Cosmos and the Void. Old Gods are everywhere. Whether or not they wish to make themselves known is their choice alone. Threrth naturally chuckles whenever he sees Man declaring itself not special. It is funny because they are special to him and they do not even realize it. As for what constitutes as Man:
Earth, Atlangea, Heaven, Inferno, Asgard, parts of Purgatory, and parts of The Realm of Chaos.
Parts of the Unlight such as The Iron City, Shadowland, The Market District, The Great Uncity, The Unending Forest, and The Metal Empire.
Anything that stems from Adonai’s rule.
What about Threrth’s Kin?
They are aware of what he is doing, but prefer not to get involved… Well, save for one of them. Klernta has always been close to Threrth, so naturally she also has gotten involved with Man. She has her own ideas for Man and wants to keep things interesting for Threrth. Mar-Gargn and Zertherhar on the other hand are more interested in The Unlight. That is not to say they will not lend Threrth a hand every now and then, it is just that they see more potential in The Unlight than they do Earth.
What of the other 4 Old Gods?
The Deep God is the god of darkness and is the Void. He was given form when God showed his light upon the Void. Currently he focuses on helping God manage the Cosmos.
Death is the embodiment of Death and represents order. He maintains the rules and makes sure the cycle of life continues.
Father Time is Time and embodies Chaos. He is the driving force and framework for progress. Working together with Death, the two make sure the Void and Cosmos continue to exist.
God is the newest Old God. He is the light, wholeness, and enlightenment. He shines his light on the void and gives Man something to strive for. God’s arrival has made things interesting for the Old Gods. Many welcomed him with open arms. God is viewed as important and the next step for the Void’s existence. 
Ertheval
Ertheval warrants discussion given that Threrth prides himself on its existence. It is a European, 1940s era city-state with touches of 21st century modernity. It can not be reached conventionally as it exists in a pocket of reality. The only way to get there is by a journey blessed by Threrth. Of course, a select few bad actors do slip in through the cracks every now and then. The Order of Threrth is always looking for these intruders to expel them.
The city-state is naturally a monarchy, with Milan as a duke amongst many. The ruling family are the Schindewolf’s, with the king being Gunnar Schindewolf. Strangely he is not a man, rather one of the Descendants. What he is doing on Earth is unclear, although it does seem to relate to Milan Proch. Gunnar has expressed a desire to return to his people, but he needs a worthy successor before he can do that.
The Liger Brigade, M.A.I.G., The Devil’s Brew Coven, The League, The Red Order, and The ULTRAMagic Guild are fully welcome in Ertheval. Those NOT welcome in Ertheval are (but not limited to) the FBI, the CIA, Interpol, The Kremlin, The Death Knell Coven, and various subversives trying to start cults within the city-state. These criminals include the warlock Perkele, The Xanthous King, Hector Fang (an FBI “operative” harassing The League and The Red Order), Milosh Proch, Lia Alscher, Anne Vozenilek, and Laurence Duckenfield (an ex-British MP who started a cult similar to that of Milosh Proch’s Eternal Church cult).
Disclaimer: Laurence Duckenfield and Hector Fang are not real people. Furthermore, no specific sentiment towards any government/government organizations are being expressed or not expressed with this story/lore.
ULTRAMagic Alternate © 2022 William Ford II (ChaoticTempleKnight)
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leedsomics · 6 months
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Reanalysis of Orbitrap Astral DIA data demonstrates the capabilities of MS/MS-free proteomics to reveal new biological insights in disease-related samples
Data-independent acquisition (DIA) became a method of choice for quantitative proteomics. With the advent of the combination of Orbitrap FTMS and asymmetric track lossless analyzer Astral these DIA capabilities were further extended with the recent demonstration of quantitative proteomic sample analyses at the speed of up to hundreds of samples per day. In particular, the dataset containing brain samples related to the multiple system atrophy was acquired using 7 and 28 min chromatography gradients and the Orbitrap Astral mass spectrometer (Guzman et al., Nat. Biotech.2024). In this work, we reanalysed the Orbitrap Astral DIA data using MS1 spectra without applying to fragmentation information using the recently introduced DirectMS1 approach. The results were compared with previous study of the same sample cohort by traditional long gradient DDA analysis. While the quantitation efficiency of DirectMS1 was comparable, we found additional five proteins of biological significance relevant to the analyzed tissue samples. Among the findings, DirectMS1 was able to detect decreased caspase activity for Vimentin protein in the multiple system atrophy samples which was barely observed from MS/MS-based methods. Our study suggests that DirectMS1 can be an efficient MS1-only addition to the analysis of DIA data in quantitative proteomic studies. http://dlvr.it/T4yMls
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kristinakaine · 10 months
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Advent Week 3
Week Three – the astral body The third light of Advent is the light of beasts– All await the birth, from the greatest and in least. R. Steiner During the week ahead we contemplate our astral body, the body of consciousness. It is the vehicle of pleasure and pain, urges, desires and passions, terror and amazement. These are our emotional responses to sense impressions. This place in our being is…
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mirandamckenni1 · 10 months
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The Golden Age of Saturn An introductory exploration of 'The Golden Age of Saturn' in ancient Greek and Latin literature. This video delves into the popular mythological concept that symbolized a period of peace, prosperity, and harmony before the advent of agriculture, war, and civilization. From Hesiod's vivid descriptions in "Works and Days" to Virgil's pastoral poetry in the "Eclogues," we examine how this theme has been depicted by various classical authors. #ancientgreece #ancientrome #astrology #history #classics #literature #saturn By Dan Attrell Support The Modern Hermeticist - https://ift.tt/XC2Zsu3 - Picatrix: A Medieval Treatise on Astral Magic (PSU Press, 2019) https://amzn.to/3LnAEse ​(affiliate link) - Marsilio Ficino: On the Christian Religion (UTP, 2022) https://amzn.to/3POdTOQ (affiliate link) - PayPal tip jar: https://ift.tt/h3McpmE - BTC: 3P8BmGE5UNJ8nehxkaq9MtDcY6EavQhTjN - Official Website: https://ift.tt/Azu1Z5s - Socials: https://ift.tt/5DvSZ8w via YouTube https://www.youtube.com/watch?v=rZAHuRZ4yq0
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astralstudiosza-blog · 10 months
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The Enduring Magic of 2D Animation: Past, Present, and Beyond
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In the captivating realm of animation, 2D Animation stands as a timeless craft, evolving from pencil sketches to digital pixels. The journey of this art form unfolds with rich historical significance, rooted in hand-drawn techniques that birthed iconic characters like Mickey Mouse.
The early 20th century marked the advent of 2D Animation, a period where artists meticulously crafted each frame by hand. This era produced classics like "Steamboat Willie," a groundbreaking film that not only introduced Mickey Mouse but also revolutionized animation by incorporating synchronized sound.
The technological shift from pencil to pixel emerged as a pivotal moment in the evolution of 2D Animation. The introduction of digital tools and software like Adobe Animate and Toon Boom reshaped the animation landscape, providing artists with unprecedented creative possibilities. Studios, including the renowned Disney, embraced this digital transition, creating a seamless blend of traditional artistry and modern technology.
Despite the surge of 3D animation, 2D Animation found a resurgence, fueled by its enduring appeal and nostalgia. Beloved franchises like "The Lion King" and "The Little Mermaid" experienced a revival in live-action formats, showcasing the lasting impact of hand-drawn animation on popular culture.
The artistry of 2D Animation lies in its ability to convey emotion through carefully crafted strokes. Unlike the precision of 3D models, the imperfections in hand-drawn characters breathe life into the narrative, fostering a unique connection with the audience. Studios like Cartoon Saloon exemplify this delicate balance, producing films like "Song of the Sea" that celebrate the essence of 2D Animation.
Debunking common myths surrounding 2D Animation is essential to understanding its continued relevance. Contrary to misconceptions, recent successes like "Klaus" and "Spider-Man: Into the Spider-Verse" demonstrate that 2D Animation not only captivates audiences but also garners critical acclaim, reaffirming its dynamic presence in the industry.
Case studies further highlight the success of 2D Animation in the contemporary era. Films like "Coco" showcase how studios seamlessly integrate 2D animation into predominantly 3D worlds, proving the complementary nature of both forms. Animated series like "Adventure Time" and "Rick and Morty" underscore the diversity of storytelling achievable through 2D Animation, solidifying its influence on pop culture and media.
Looking to the future, emerging trends and innovative technologies promise to shape the trajectory of 2D Animation. AI-assisted tools make frame-by-frame animation more efficient, while augmented reality (AR) and virtual reality (VR) introduce immersive experiences, expanding the interactive potential of animated content.
In wrapping up our exploration of the evolutionary journey of 2D Animation, it becomes evident that this art form has weathered transitions and technological shifts with resilience. From the whimsy of early devices like the zoetrope to the present landscape, where studios like Astral Studios in Johannesburg contribute significantly, the allure of 2D Animation persists.
The delicate balance between tradition and innovation is a theme echoed not only in the work of studios but also in the narratives crafted by animators worldwide. The enduring charm of 2D Animation lies not in its commercial appeal, but in its ability to evoke emotion through hand-drawn strokes.
As we contemplate the future, where trends and technologies promise new dimensions, it's clear that the evolutionary journey of 2D Animation is an ongoing narrative, shaped by both the past and the present.
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