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#darklands sailor
dailycharacteroption · 7 months
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Roleplaying Races 15: Munavri
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(art by Catilus on DeviantArt)
On Monday we looked at the caligni, and now it’s time to look at one final example of Azlanti survivors that were changed by their exodus. However, unlike many such survivors, the muavri were not corrupted or degenerated by the transformation, and are a rare bastion of good and righteousness in the often cutthroat world that is the Darklands.
Descended from Azlanti sailors that were ambushed and abducted by the alghollthu in the wake of Earthfall, they were dragged down into the depths along the Braid, a supernatural waterspout that connects the Arcadian Ocean of the surface to the Sightless Sea in the Orv layer of the Darklands below.
Though no doubt the alghollthu had sinister plans for these abductees, perhaps planning on turning them into something similar to the azarketi gillmen, these Azlanti escaped and made use of their skill as sailors to ply the dark ocean aboard violet-sailed vessels made from carved ivory, where they settled on floating islands of a strange, jade-like substance.
This jade is highly psychically reactive, which made it unbearable for the alghollthu and many of their minions to approach, making it a sanctuary for these survivors. Over the generations, they adapted to the darkness and constant psychic power around them, becoming powerful and canny mystics in their own right as they prove a nearly inassailable nuisance to drow, alghollthu, urdefhans, and other villainous cultures in the depths.
Munavri look mostly human of Azlanti ethnicity, but their skin and hair is bleached of all color, making them seem at first glance to be albino. What’s more, their eyes radiate light from their natural psychic power. They typically wear jade armor chipped form the very gemstones they reside on, as well as leathers tanned from subterranean beasts.
It’s no exaggeration to say that the munavri represent the best of response to hardship a society can have, forging close-knit communities that are there for each other and treat each other like family beyond the bonds of blood, and forgoing brutality for carefully organized resolution of conflicts between their own. They also typically worship the various empyreal lords, with three spiritual leaders, each representing the empyreal lords of a particular celestial clade. Meanwhile, large family units are led by a protector-marshal that governs in the best interest of their people. That’s not to say that there are not dissenters or no room for individuality, but they often do focus on community first and foremost. Additionally, they treat friendly outsiders very well, and are eager to hear about the world outside their lightless nautical realm, especially the surface world.
As beings descended directly from the incredibly hale and brilliant Azlanti, the Munavri boast superior minds and bodies (particularly agility) with the exception of their strength, which is on the weaker side.
They also possess exceptionally long-ranged night-sight as well.
This, however, is coupled with a sensitivity to bright light.
Imbued with psychic magic, munavri have a knack for reading the psychic echoes on objects in particular, gleaning information from them.
They are able to take this even further, however, by reading the memories of how the object was used, allowing them to use unfamiliar weapons and tools with a surprising level of competence for a short while.
Like many Darklands residents, they also possess a bit of innate spell resistance as well, making them hard to affect with hostile magic.
Their psychic abilities also grant them telepathy, though it is limited to communication with other munavri only.
With having a positive bonus to every single stat except for strength, munavri characters can literally excel at any class or archetype combination, even strength-based stuff like barbarians with a little work. Which… will give a lot of GMs pause, and I can imagine many straight-up banning the ancestry outright because of that, or at least restricting it to games where everyone is playing something similarly powerful or higher-level games where such traits are less of an issue. If you do get to play one, consider that nautical options are appropriate for their life on a sunless sea, as well as various classes and archetypes that grant psychic magic as well. But again, they can excel in pretty much any field, so feel free to pick any class combination you like!
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pixies-and-poets · 1 year
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Ok here you all go, some more background information I thought up for the High Seas AU!!!
-Instead of being planets, Palette Prime, Terra Flora etc. are all isolated continents or large islands in one big world dominated by ocean. They have established trade with each other but it takes a fairly long time to traverse between them by sea, so travel for leisure is minimal. Barrendale Mesa is still in its bountiful untouched form; in fact, it hasn't even been discovered by sapient life yet and thus has no name.
-The Mushroom Kingdom exists on a larger continent along with the Darklands, Beanbean Kingdom, Flower Kingdom, Sprixie Kingdom and some others. It's pretty distant from what is known as the "Rabbid Archipelago" where Rabbids are the dominant species, and the two civilizations have only recently discovered each other. Donkey Kong Island is between the two.
-Wardenry has not been established as an institution in the Rabbid Archipelago.
-Sweetlopek felt the calling to be a sailor (specifically a ship's carpenter) instead of a lumberjack, and thus left his home island when he came of age.
-Woodrow's childhood was much the same as we know it. However, he left Palette Prime as a young man and took to sea. This was largely for two reasons: 1) his best friend had already departed, leaving him far less incentive to stay, and 2) as stated above, the position of warden did not exist, so he didn't have that to strive for. Once he realized his poetry would never be appreciated by the locals, and without his friend to back him up, he decided to leave, despite his strong love of his home island.
-Woodrow's main reason for going to sea was the hope of running into his best friend again. Being an honest and honorable sort, be started out serving on merchant ships. However, eventually his curse would always be discovered, and he was chased off of multiple crews, even being marooned once. Turns out the discipline on merchant ships is strict, and the captains were none too keen on finding out one of their own was a disaster poet who threatened the merchandise. It was not a pleasant era of his life.
-It was then that he turned to piracy, ironically finding buccaneer types more forgiving. By a stroke of good luck (perhaps after writing a limerick?) Woodrow was eventually able to find Sweets serving on a rival crew, and his old friend convinced his current captain to give Woodrow a chance (keeping his affliction a secret still, of course).
-Neither Woodrow nor Sweetlopek knew the Dryad of Palette Prime beyond legend. Since Sweets left when he was fairly young, and Woodrow never became warden, the mysterious spirit never made herself known to them. Dryad, however, has taken to the sea on her own account. She is on a journey to meet with nature spirits and observe the biomes of other locations, both land and sea. But she also wants to get to know "normal Rabbids" better and thus has disguised herself as one, going by the name Darya.
-In the regular canon, Dryad would find interplanetary travel difficult. As a nature spirit, she struggles with the sterility of a spaceship and the vacuum of space surrounding her, in addition to being intimately tied to her planet. The mechanics of this AU would make travel easier and more pleasant for her, so travel she does. At least temporarily. (The Spellbound Woods will be ok without her for a little while.)
-Orion is the captain of a regular ship, possibly even the ship Woodrow/Sweetlopek/Darya are on, but I haven't decided.
-Augie has the potential to be a lot more important in this AU; I'm thinking he's generally seen as the god of the whole sea and Perfectus is the god of the land.
-Bea is possibly another siren with this whole underseas drama going on with Phantom??
-Momma is also a captain, of a ship she designed herself, known for its astonishing technological advancement (she and her vessel/crew are very steampunky).
-I wanted to keep Phantom feeling mysterious and primal, so I haven't thought much about how he came to be a siren-monster or if he was just born that way. Someone else can feel free to run with it.
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tried to search for one of your posts to no avail. it lists rpgs you're significantly interested in or have played, with varying exclamation marks, under Keep reading. could you send the link to it if you can find it?
Unfortunately it would be pretty difficult to find for me as well but given that it's likely out of date I will take this opportunity to try making a new one (hopefully won't forget anything either). Thank you for this!
This time rather than symbols I will just list them all under more specific categories. Some of these are likely to change over time as I play more of the games (I have not finished all of them).
The list below also excludes browser games and MMORPGs. It's also likely to be incomplete.
RPGs that I have not played but am interested in and wish to at try at least for an hour or two
Oubliette.
Futurewar.
Avatar.
Beneath Apple Manor.
Dunjeonquest.
The Return of Heracles.
Phantasie.
Deathlord.
The Bard's Tale.
Starflight.
Alter Ego.
Wizardry IV.
Wizardry V.
Wizardry VI.
The Magic Candle.
Knights of Legend.
Dragon Wars.
The Dark Heart of Uurkrul.
Champions of Krynn.
Worlds of Ultima: The Savage Empire.
Fate: Gates of Dawn.
Disciples of Steel.
Gateway to the Savage Frontier.
Star Control 2.
Dark Sun: Shattered Lands.
Forgotten Realms: Unlimited Adventures.
Pool of Radiance.
Realmz.
Ravenloft: Stone Prophet.
Little Witch Nobeta.
Star Wars Knights of the Old Republic II: The Sith Lords.
Diablo.
Diablo 2.
Birthright: The Gorgon's Alliance.
Albion.
The Witcher 3.
Baldur's Gate 2.
Baldur's Gate 3.
Ogre Battle: The March of the Black Queen.
RPGs I have played just a little bit of, not enough for a full assessment
Ultima VI.
Ultima Underworld.
Worlds of Ultima: Martian Dreams.
Darklands.
Betrayal at Krondor.
Balrum.
NetHack.
Dungeon Master.
Dark Souls 3.
Bloodborne.
Fear & Hunger.
Library of Ruina.
Valkyria Chronicles.
Dragon's Dogma: Dark Arisen.
Arx Fatalis.
Dungeons of Dredmor.
Final Fantasy 7.
Jagged Alliance 2.
The Witcher 2.
Darkest Dungeon.
Wizards & Warriors.
Chinese Paladin.
Shadowrun Returns.
The Vale: Shadow of the Crown.
NieR: Automata.
Eschalon: Book 1.
Labyrinth of Touhou 2.
Luminous Arc.
Medabots - Metabee Version.
Wasteland.
Mass Effect 1.
RPGs I didn't enjoy that much (your opinion may be different though, and even I don't think all of these are entirely bad)
Ultima VIII.
Ultima IX.
Baldur's Gate 1.
Gothic 3.
Fallout 3.
Fallout 76.
Final Fantasy Tactics Advance.
Final Fantasy XIII.
Fallout 4.
RPGs I have played that were fine on the net (maybe even enjoyable) but which did not cause truly strong feelings
Path of Achra.
Legends of Amberland.
Queen's Wish: The Conqueror.
Avernum: Escape from the Pit.
Din's Curse.
The Elder Scrolls V: Skyrim (without mods).
UnReal World.
Final Fantasy 6.
Silent Storm.
The Elder Scrolls IV: Oblivion.
Deus Ex: Human Revolution.
System Shock 2.
Arcanum: Of Steamworks & Magick Obscura.
Might & Magic 6-8 (all played together on the 8th game's engine through a mod).
Caves of Lore.
Ultima ADOM: Caverns of Chaos.
Dark Messiah of Might & Magic.
Monster Hunter Tri.
Elminage Gothic.
Class of Heroes.
MegaMan Battle Network.
Legend of Grimrock.
Legend of Grimrock 2.
Tainted Grail.
Torchlight 2.
Wizardry I-II-III: Legacy of Llylgamyn.
Wasteland 2.
Sacred.
Warhammer 40k: Mechanicus.
Terraria.
Dragon Marked for Death.
Bravely Default.
Pokemon games in general (I actually prefer Touhoumon personally).
Evenicle.
Bishoujo Senshi Sailor Moon: Another Story.
Bloodstained: Ritual of the Night.
Castlevania: Order of Ecclesia.
Castlevania: Portrait of Ruin.
Dragon Age: Origins.
Mass Effect 2.
RPGs that would be so good if not for a couple of things (still usually worth it!)
Ultima IV.
Ultima V.
Ancient Domains of Mystery.
The Elder Scrolls II: Daggerfall.
Pathfinder: Kingmaker.
Erannorth Chronicles.
Kenshi.
Geneforge: Mutagen.
Caves of Qud.
Din's Legacy.
The Legend of Heroes: Trails of Cold Steel.
Loop Hero.
S.T.A.L.K.E.R.: Shadow of Chernobyl.
Wizardry VII.
The Elder Scrolls V: Skyrim (with mods).
Labyrinth of Refrain: Coven of Dusk.
Cataclysm: Dark Days Ahead.
Pillars of Eternity.
Deus Ex.
Disgaea DS.
Disgaea 2.
Disgaea 4.
La Pucelle: Tactics.
Soul Nomad & the World Eaters.
Fire Emblem: The Sacred Stones.
Fire Emblem: Path of Radiance.
Fire Emblem: Radiant Dawn.
Fire Emblem: Awakening.
Risen.
ELEX.
E.Y.E: Divine Cybermancy.
Mount & Blade: Warband.
Path of Exile.
Tyranny.
Temple of Elemental Evil.
Ashes 2063.
Wartales.
Demon's Souls.
Vampire: The Masquerade - Bloodlines.
Darkwood.
Odin Sphere.
RPGs that I strongly recommend, although they may still be VERY flawed, remember to look into them or ask further questions to see if they're for you
Tales of Maj'Eyal.
Ultima VII: The Black Gate.
Ultima VII: Serpent Isle.
Pathfinder: Wrath of the Righteous.
Dark Souls.
Elden Ring.
Code Vein.
Disco Elysium.
Divinity: Original Sin 2.
UnderRail.
Mary Skelter 2 + Remake.
Gothic.
Gothic 2.
Wizardry 8.
Princess Maker 2.
Fallout.
Fallout 2.
Fallout: New Vegas.
Chrono Trigger.
The Elder Scrolls III: Morrowind.
Planescape: Torment.
Tales of Berseria.
Etrian Odyssey IV.
Elona.
The Chronicles of Myrtana: Archolos.
Mount & Blade II: Bannerlord.
Pathologic 2.
Ar Tonelico: Melody of Elemia.
Slay the Spire.
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pawnshopsouls · 2 years
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Navigating the darklands in order to find Bonely was much easier this time around. But…far more terrifying.
Seeing as how he’d been very strictly ordered not to come back.
And he was terrified that the giant troll would hold him hostage.
Again.
Still, Theo padded his way along until he found the brewery and the long slinky shape of the disguised sailor looked up at the entrance. There was no potion involved this time, and it was for that reason he was braving the magic-castor’s wrath in the first place. Theo sat up on his haunches, took a deep breath, and then pushed the door open.
Everything towered over his head, reminding him that even in a troll form he was far, far smaller than most of the inhabitants here. He dropped back to all fours and slunk inside. “Bonely?” Theo called, “I uh…sorry to be…here. Ah…I have a couple small, totally not a big deal…kinda questions.”
Bonely gazed up at the gigantic vat which housed the largest of his growing heartstones. Even with its metallic housing, the heartstone radiated health and warmth, saturating the water it soaked. Other, smaller vats did the same, but not nearly to the extent of this one.
"Ahh, this one's comin' along swell!" he said with a grin and turned to see which change of the guard had come in. What he saw was a small, turquoise changeling scampering across the floor like a ferret in trouble. And boy was he in trouble.
The caster's ears pinned back, his eyes narrowed, and he took his hand off the vat. "Keep an eye on this will yeh?" he muttered to his thrall assistant, "I got somethin' teh take care of."
Dropping to all fours, Bonely trotted over. "A'right, I'm going teh go out on a limb here 'n' guess that somethin' really bad has happened. Otherwise, I don't think yeh'd be here." He stopped and looked the slinky rust troll over and raised a stony eyebrow. "So, what'd yeh do this time?"
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rodyisteria · 2 years
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The Fallahan Continent
Enclosed by the seven seas and bordering the Darklands to the east is the Fallahan Continent, named after the old Mysorean words Fall'Ahan meaning something like the living mountain peak. As winding its coastlines touch the sea water, so diverse are the landscapes and even more diverse the life that the continent is home to. From the enormous Valkenwoods in its heart, to the always snowy North. From the barren dry plains of Bulma Durr, to the treacherous marshes of Nimrakosh. Here long ago the first Humans embarked on a long journey to explore, grow and inhabit the content. They met friend and foe and gained a stable place among the other races. Races willing to cooperate with Man, races that oppose Man, and races that retreated as Man multiplied and gained in numbers.
Do not think that all areas of the continent have been discovered. Every day dozens of expeditions set out to further explore the continent, to get to know new races or peoples and to map hidden places. It was not known until recently how big Fall'Ahan would be and what wonders and plagues it harbors. I have spent much of my life getting to know the Fallahan Continent, unraveling its secrets and all I know now is that I don't know anything yet. No one would have thought possible that the amount of land is apparently unlimited, not to mention the size of the seas. The crossing by medium-speed boat from the coast of Gydia to Aelenar, the largest of the three Wistinden in the West, takes at least three weeks with a tailwind.
Although the Wistinden are not officially counted as part of the Fallahan Continent, the importance of the islands for the development of Western kingdoms in particular should not be underestimated. When Bem Bartodox accidentally discovered the islands 351 years before the foundation of Gydorrhea, he thought he had found paradise. In addition to beautiful nature, he also found new herbs and fruits. But most special were the people who lived there. The level of kindness and hospitality was much higher than on the mainland. Unfortunately, the kings of that time thought otherwise and after Bem's stories they sent fleets to the Wistinden to capture the inhabitants to serve as slaves in their kingdom. This marked the beginning of the Battle of Tira, named after Tira Dja Mes, the sea that became the sailor's grave for many and whose waters were said to be red with the blood of the slain. The Battle of Tira proved fatal to the kingdom of Delawra, after which it was swallowed up by the nearby kingdom of Heria Krammas. The Wistinden are of course also known as the birthplace of Saint Cecilia, who was brought to the Fallahan Content as a young slave and eventually ended the slavery of her people.
In the meantime you will no longer find the wasteland it was then on the content. Man has conquered and tamed many territories. Settlements were built, which grew into villages. Successful villages became cities, which gathered under one banner. The most powerful villagers became governors and governors became kings. Strategic marriages enlarged the kingdom, wars reduced it. 125 years before the foundation of Gydorrhea, Human influence reached such a height that the Elves retreated to the woods and forests. The 25 kingdoms of Man, as the Fallahan Continent was also called by non-human races, who felt forgotten and feared that Man would overpower and enslave them too. The divisions between the Kings of Men led to gruesome wars and vicious intrigues. Many died and national borders changed continuously. Friends became enemies and alliances broke like dry bread.
Cities fell and cities rose. There are always those who are smart enough to see opportunity even in war and death, like Goldhaven; a city of trade between the Northern Mountains and the rest of the continent. By supplying cannons from the Dwarves, they could literally make gold. Extra tolls were levied at the royal tombs of Mirandah to benefit from the influx of kings' sons buried there due to the wars. In Monolith, the smiths worked day and night to meet the massive demand for weapons, and Ceaderr built walls around itself that were so thick and sturdy they still stand today.
It was only 25 years after the foundation of Gydorrhea that peace came to the Fallahan Continent. Partly because of the invasion of the Darklands in the East, partly because of the settlement of Gydorrhea. When the Four had decided to give rest to the hunted and oppressed people of the kingdoms and announced the plan for a safe haven, the greatest migration of all time began. Gyria was a kingless land by then. The king had been defeated in battle and his queen had died giving birth to a son. This was the land chosen for a settlement. There, among the mountains on a far jutting cliff above the rough waters of the Hetwa Lyrium Ocean, a place was being built where Men would be safe from violence. Where everyone was welcome, provided they were committed to the construction and survival of the settlement.
Now, 800 years later, the settlement of Gydorrhea has grown into the largest city on the Fallahan Continent and is the capital of the eponymous empire of Gydorrhea. Due to the resulting shortage of Humans, many kingdoms could no longer replenish their armies. In other kingdoms, money ran out to pay for wars. One by one the kingdoms, voluntarily or not, joined the good thought of Gydorrhea. What was once known as the 25 kingdoms of Man with their differences and fighting spirit, is now known as Gydorrhea, where equality is paramount and differences are used to work towards one goal; peace.
Geography and cartography of the continent Philip Montier
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vaedraws · 7 years
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Bunch of miscellaneous doodles and sketches from my WIPs, Twooter, and Discord.
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tenebrius-excellium · 3 years
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Watching Trollhunters with my sister for the first time after Wizards came out and I am mind-blown on several levels..............!!!!!!!!!!!
There was an empty box of Pixies in Merlin’s quarters in Camelot. What did Merlin. Need Pixies for. I bet Douxie spilled them. 
Hiccup’s helmet is exhibited in the History Museum of Arcadia
Strickler may have known how to read Ancient Draconic since he somehow got into possession of Merlin’s original plan for the amulet, which has notes in several different writings on it, I believe
Strickler also found the Inferna Copula. The dude is CRAFTY
The changeling who entered Camelot in Wizards had knives poisoned with Creeper’s Sun (the stuff that turned Aaarrrgghh to stone)...I always wondered what that was!
Said changeling may have likely been the first one ever in existence, which is why everyone was so spooked at the castle. Arthur certainly hadn’t seen one before, hence his reaction. 
Also Gaggletacks are normal horseshoes, not special enchanted ones. We know that now because in Camelot, the changeling was revealed by some ordinary horse gear falling on him. 
Claire sensed Angor Rot in front of the entrance to Trollmarket because she was already shadow magic sensitive yoo
“Angor knew shadow magic” generally has an entirely different ring to it now that we know that not everybody can actually learn it. I love him more with every rewatch
Trolls and changelings are OLD. Like, you don’t get a feeling for how old exactly unless you’ve watched Wizards. To know that there was a War For The Surfacelands millenia before Arthurian times, where Gunmar was born and trolls first emerged from the Darklands, is madness when you think about it.
Now I want to know whether Douxie traveled to New Jersey via ship with the trolls. Sailor!Douxie, anyone?
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best-ghoul · 3 years
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Darklanders: Inuit with Whale-Oil Guns
First bit takes place in the extreme northern border, closer to Alaska than Skyrim. These guys are Fantasy Canadians, with a Redneck’s verve for zero-waste DIY, derived from Inuit culture without being 1:1. They’re here because I think I’m onto something and Inuk angles add to the narrative.
Book I’m reading right now for insp is by recommendation, from an inuk perspective around the chronological time I’m drawing from for the game (Top of the World, by Hans Ruesch). It is, well, woke for the 70s. It’s explicitly post-Colonial, and don’t let the “Eskimo” fool you, Ruesch has disposed of it by the end of the front matter. I’m researching around it now, and it seems to scratch the right itch.
So, I’m still looking for primary sources and fiction, especially historical. ATLA Water Tribe’s the initial framework, but it’s materially more Dishonored. Whalers and shit.
The angle hoping to come from here is as a white girl who’s a little confused, but who has got the spirit. Stories are tools to Inuit culture, so lifting something and missing intent, or worse, ripping off an allegorical story as Aesthetique would make me complicit. This is a take that comes from a book and a half and a couple games right now, so it’s rough.
My take? Inuit are fucking Punk and this is a Punk Game.
Consider this me checking with the internet before I snip the red or blue wire. That’s a major spirit in which Inuit tell stories and have fun, so that’s how these guys are conceived, and they’re a designed to be a natural part of the thematic tapestry and one lens among several.
I’m looking for the go-ahead from a couple Inuk outreach orgs once I’ve got a clearer picture. It would be disrespectful of me to and waste an already-stressed org’s time by coming completely ignorant and asking them to do the creative work for me.
I have been told before, and I should know better, you could say.
Here’s the concept at it’s roughest:
The Darklanders [Working Name], are Inuk with a tech advantage. They derive their epithet from the Northern Darkness, a permanent supercell around Planet’s north pole. This is the water nightmares swim upstream to fuck in, and the Darklanders are the only ones who can reliably sail it.
They brought the guns.
Everything aughta be explicitly “how this tribe does it”, but there’s major pressure to conform out of necessity. Tribe’s a ship, we’re the crew, and the ideal Darklander finds the joy in work and ensures everyone picks up the slack. Generosity without reciprocation is tantamount to insult. Tribes get more flexible the more there is to go around (generally, more southern), but there’s obviously never a whole lot of slack to work with. They’re working through The Duties of Gender, but they’re historically pretty binary about it (Inuk binary, not Europe binary). It’s explicitly A Problem.
These guys are the most maritime of several communities that operate in some of the same general ecology.  The biggest icebergs are big enough to support a tribe and sustainable animal traffic at the same time, and some hardy plant life can be grown via hydroponics for teas, medicine, and some dangerous fucking moonshine. Bergs float, though, so everything’s built to move on a dime if the weather or game turns. Permanent installations are regularly lost and rediscovered. Whaler, salvager, hunter and hawker are just the same job with different priorities.
Intertribe conflict exists, but it’s understood to be taken with high likelihood of mutually assured destruction. There are pirates.
Almost everyone is taught to be very good with tools, and there’s a high average cultural knowledge base. If the Darklanders don’t work with you, you fucking starve up here, and the seas are carpeted with the bones of proud sailors who didn’t take good advice. The joyless and proud Catharate (evil empire), often forgets that as they built the first railroads to the northern coast. 
These aren’t a miserable or sullen people, though, but the sense of humor gets more morbid the further north you go. Their Dwarf-cognates are pranksterous and Seal-y.
Tribes don’t always fracture on species lines, but there’s plenty of Horrible Little Men and sinister crones in the snowy warrens and sea caves, but nobody gets kicked out without good reason. Teamwork is the default, and they have a system of social Face.
There’s a lot of Demiurge salvage up there, as well as wares from Zu (Implied to be flourishing Fantasy China in the middle of an Inward Perfection policy. It’s closer to here than the Europe analogue, “Elf Rome”, and it shows). That’s where the metal comes from. Dis is a metal-rich place in general.
Metal and machinery blends with scrimshaw, and hide. They work off of a Dishonored-style Whale Oil system, but there’s a continual struggle between whether it’s safer to innovate or conform at all times, and there’s a tendency to view ancient salvage as much as a perfect product as the whale, moon, or sea, with their tech being a blend of that. That’s a Big Problem.
This is a game of fighting with tools and, part of an ecosystem, and remembering fun. Inuit’s probably the way to go.
Companion concept’s a Goth Bullet Witch, and a recurring NPC as a male, disabled, masterful engineer, responsible for the party’s crunchy, Bloodborne-inspired weaponry.
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gotmilk5101520 · 3 years
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Trollhunters: Tales of Arcadia Watch Episode 28 Skullcrusher
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What good name for an episode of a show that’s suppose to be for kids.
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“Where am i?” First thing to ask.
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“Blinky thinks you’re dead”
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“These books are all that i have left of him”
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“If he were here to see me now…”
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“If he knew what you were doing”
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Claire the Eavesdropper strikes again.
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“The edict has already been made”
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“Killahead Bridge will never be found again” But that’s what they did the last time and the changelings still found all the pieces. I doubt sinking them to the bottom of the ocean will stop them.
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“He’s actually asleep in your arms?”
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“Are you sure this is our child?” Yes, that is your child.
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“You’ll get him back, sis”
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“Uh, i mean, uh”
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“Spongeface” Cause we can’t say Spongebob.
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“Did you bring what i asked?”
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“Never told me the storage tombs were infested with scorch beetles”
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Scorch Beetles makes fart sounds.
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“It was created by the ancient guild of changeling spies”
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“As old as they are mysterious”
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“If you’re fortunate enough to find a member”
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“you’ll unfortunately find”
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“death”
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“Where you walk, footsteps disappear”
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“They are the Janus Order” But hey they’re not that much of a threat after next episode for... reasons. Stupid reasons.
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“If the cure for Aaarrrgghh lies with the Janus Order”
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“It may as well lie with your...”
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“Easter Bunny” Or Santa Claus.
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“Need i remind you, after yesterday’s incident”
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“The Tribunal has you three on my- Wait. One, two. One, two. One, two. One, two. You two and the human girl on my strict probation”
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“Come on, T.P, we gotta get to class”
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“T.P?”
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“Toby-Pie”
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“Oh, i don’t like it” It could mean Toilet Paper.
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“And now, to find the Easter Bunny” Good luck with that.
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“Attention, students and faculty”
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“The “Save Jim” bake sale was a massive success”
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“Together, we will find a cure for this rare and sudden disease” It’s not the Coronavirus that’s for sure.
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“Save Jim?”
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“Ha!”
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“What a load of crock!” What an odd to say crap.
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“Let him go, Steve”
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“Go back to the 80′s where bullies belong” Back when bullies was seen as cool.
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“Besides, no one cares about your stupid dance crown”
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“What?”
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“Everybody bows to the king!”
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“No, we don’t. And your hat’s dumb” Savage.
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“I wish i could punch him in his perfectly-chiseled face” That’s gay.
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“Did you bring Jim’s homework?”
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“Yeah. It’s right here”
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“Oh, no!”
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“Oh, man!”
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“Guess i missed a scorch beetle” Should’ve checked your bag after leaving the storage tombs.
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“What about school?”
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“Fuck school”
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“You shouldn’t have come”
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“What? Who’s there?”
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“You will die here” “There’s something familiar about your voice. Mary Wang? What are you doing in the Darklands?” “I am not Mary Wang!”
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“What’s with the bag?” Better question is: Where did they get the bag?
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“You think this is secluded enough?”
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“For a magic bridge?”
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“This far out, we could hide a few dead bodies” How to Get Away With Murder.
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“Making portals is exhausting”
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“And i don’t know how many i’ve got in me”
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“You’re turning pro with that magic shadow stick”
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“Well, it’s powered by emotions. Like how Akumas are powered”
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This is my sister when the light is in her face.
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“Where are we?”
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“All’s i could make out was someone saying “Starboard” or “Captain” and they all began to talk like sailors”
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“Mm”
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“Smells like dirt” And water is wet.
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“Plankton!”
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“What?”
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“Oh, it’s been so long since i seen you, Plankton” “My name is not Plankton. It’s Jim” “Silent Plankton! I know why you’re here. You’re here to steal the Gummy Patty secret formula! I will never hand it over to you!” “What is he talking about?”
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“Tell me, Trollhunter...”
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“What should a father do”
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”to the one who murdered his only son?”
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“Whoa!”
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“Cool!”
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“Uh...”
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“Ha-ha!”
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“Oh, no”
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“And there goes that move”
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“Go back to the Chum Bucket where you belong, Plankton!”
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“What is”
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“Nougat Nummy? Is this some candy that Plankton made?”
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“They thought Killahead could stop me”
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“This cage has only hardened me!”
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“When i bring forth the Eternal Night”
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“Trolls will take back the surface lands”
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“and claim what is rightfully ours!” The Eternal Night.
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“Right”
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“I knew you’d get us killed!”
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“What?”
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“You wanna know the truth?”
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“Fine”
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“About to die, anyway”
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“I decided to stick around”
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“cause you’re a pushover”
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“I can do whatever i want”
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“and you’re too weak to stop me!”
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“Excuse me?”
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“How dare you!”
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“I use your toothbrush to clean me ears”
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“I steal cash from your purse”
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“And you know your lucky Papa Skulls jacket?”
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“I like to call that my snot rag!”
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“Hilarious!”
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“Ugh! Why, you...”
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“you...”
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“you baby genius!”
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“Wait a minute”
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“You didn’t really do that stuff, right?”
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“Uh”
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”don’t use your toothbrush” That’s a maybe.
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“How the heck are you so heavy? I mean Claire could pick you up. Everyone can pick you up. Except Eli” “That’s true” “Eli, when did you get here?”
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“You leave Jim alone!”
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“He just ran off and left you”
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“What kind of friend is that”
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“Shut up! He’s coming back! I know he’s coming back!”
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“You’re worthless”
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“You’re wrong!”
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“I’m not worthless!”
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“I’m gonna get Jim back!”
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“Huh?”
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“Wha...”
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“He’s not worth it, Tobes”
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“You know what?”
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“Claire’s right”
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“You’re not worth it”
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“Steve, have you ever heard the expression”
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“heads up?”
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“What?”
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“Ha!”
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“Oh, it worked!”
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“Ah, thank you, Miss Janeth!” Indeed Toby.
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You learned from the best.
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“What emotion did you use to get us out of that tin can?”
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“Look at me, big eyes”
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“Dig deep. Maybe anger isn’t your thing”
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“Maybe you gotta find somethin stronger inside”
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“Fear”
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“I was afraid...”
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“I lost you”
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“Hey/ Hey, come on, kid, wake up”
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“What? Where?”
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“No, i...”
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“I was in the woods”
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“And Jim was Toby. And Toby was Jim”
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“And the sky opened up! And there was a great flood”
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“And i was king of the ocean”
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“I was king of the ocean”
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“I got proof!”
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“Yeah!”
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“Who’s king now?”
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“Boom! Ha-ha!”
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“What? No, no, no! That’s not-” “Yeah”
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“Someone’s had one too many juice boxes” “What?”
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“I’m taking you in. We’re calling your parents”
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“No! I’m telling the truth! There’s someone in the woods! I can take you there!”
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“STOP!”
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“Come on!”
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Steve has had one too many “juice boxes”
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Although the episode is called “Skullcrusher” the episode itself isn’t even focused on Gunmar.
Oh, well. Let’s go steal cars like in Grand Theft Auto.
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Text
Darklands Sailor (Ranger Archetype)
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 There are a lot of things that we take for granted when it comes to sailing, perhaps the most notable is sight. Without sight, it becomes very difficult to read the environmental clues around you and navigate, especially at the swift speeds that boats and ships tend to travel at.
So imagine trying to maneuver a vessel while unable to see past a certain point, and with no sky above to guide you. That is the difficulty of trying to sail underground seas in a hollow earth scenario like we see with Pathfinder’s Darklands and D&D’s Underdark.
As such, several cultures that dwell alongside such massive oceans must, by necessity, learn alternate methods of navigation and watch-keeping, training not only their eyes, but also their ears and sense of equilibrium to better navigate in the dark.
These requirements are pretty much universal to any civilization living belowground, so this archetype could hardly be tied to only one ancestry. That being said, environment that breeds this skillset is so specific you’re not likely to see these darklands sailors outside of said environment either.
 With keen ears and other senses, these sailors ply the sunless depths, gaining a keen sense that lets them avoid obstacles, monsters, and hazards when swimming or sailing, which only improves over time.
The waters beneath the earth are full of terrors, so being athletic and swift in the water is a must.
Directing their allies, these sailors can keep them silent to also listen out as they do, signalling them to supplement their untrained ears.
Their knowledge on how to read the water and detect that which is hidden also gives them a keen understanding of how to hide themselves as well.
Interested in a darklands campaign that takes place at least in part with an underground sea? This archetype might just be what you’re looking for, and it doesn’t even force any sort of build, combat-wise. Of course, it’s one of those specialized archetypes that is unlikely to ever see play outside of that specific campaign backdrop.
 Drow corsairs, munavri sailors, or even duergar buccaneers, regardless of species, I imagine that despite the darkness and lack of wind, these sailors have many things in common with their surface counterparts, perhaps including the same sort of superstitious caution. After all, the mysteries of the deep are frightening enough when you actually have light for the first few miles, to say nothing of when there is no light at all.
  On the hunt of a dangerous assassin, the party must track them across the Sea of Night, which means hiring a boatman skilled in reading the black waters, one that can be trusted not to lead them into an ambush with pirates.
 One must be wary when meeting duergar ships on the ocean below. Some may be pirates, just as any ship might, but the worst ones are slaver ships that may decide that your crew is a good source of new stock, and by duergar law, they cannot be punished for this.
 Something is stalking the ship the party has booked passage on, something that the captain clearly knows about, but refuses to acknowledge. In truth, the ship has a cargo of stolen froghemoth eggs, and the mother of that brood is not happy about it.
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elizabethemerald · 4 years
Text
Family Janus and Dame Lake
@im-the-king-of-the-ocean and anon. Your requests for Barbmura have been combined. Body guard AU and historical AU. I hope you enjoy!! 
I noticed that you were taking Barbmura prompts, so how about some sort of historical AU?
if you're game for barbmura prompts, how about them in some kind of royalty/bodyguard au (I've been on a kick for those lately)? I'll happily pass the torch on to you too :D I don't want to be done with the barbmura ship forever, but I just need to do something different for a while
The year is 1926. Prohibition is in full effect. In attempt to curb national debauchery the consumption, sale and importing of alcohol has been banned. But the common people still want to enjoy their vices. So the crime families have risen to power, by supplying alcohol. Some of the families are new, some are old, and some...are very old. 
Doctor Barbara Lake walks home from a long day of working to help the sick and the poor. Her work is exhausting, but satisfying. There are few things in the world, other than her son, that she loves more than helping those in need. Its why she became a doctor. And it’s why when she finds a man outside her house, grievously injured she calls her son out to help her drag him into the house. 
His wounds are severe, and she can tell at a glance that they are related to the city’s criminal underbelly. He has multiple gunshots and a stab wound. Even though she knows he must be with the mafia, she still fulfills her oath and cares for him. 
Her son, Jim, helps her stitch the man’s injuries, carefully angling the light so she can see what she’s doing. When there is a knock at the door she leaves him to watch over the man. At the door are more men from the mafia. A rival family. She bars them entrance to their home and when they try to force their way past her, she rebuffs them with her uncle’s rifle. She will not have her hard work on healing this man undone. 
It is shortly after they depart that there is another knock at her door. This time she grabs the rifle first. It’s only the tired, pained voice of the man on her table that stops her. He recognizes the voices at the door. 
Barbara opens the door to find a short and stout man with a heavy accent. And a tall woman, with black hair cut into a bob, she’s Japanese if Barbara would guess. Together the two of them help the injured man into their car. As they leave she hears one of them address the hawk nosed man, with gray hair coming in at his temples as Don, and she realizes how serious this is. 
.
The next day an attempt is made on Barbara’s life. The same mobsters who had tried to force their way into her home the previous night return. They aim to finish their attempt on the Don’s life, and if they can’t find him, kill anyone who helped him. The rifle is too long to bring up quick and is knocked out of her hands. 
Her life is saved by the timely arrival of the lady who helped her patient to the car. She comes bearing a generous donation to the clinic Barbara works in. A sign of gratitude from the Don for saving his live. Of course like any good member of the Family she’s always armed. Her Thompson makes quick work of the two assailants. Barbara is horrified by the two men killed at her door, but the raven haired woman pulls her away, makes a call to her cleaner, and then volunteers for the doctor’s protection detail. 
Barbara is happy that by the time Jim is home from school there is no trace of the blood shed. She is less happy about the two mafios now hanging around her house. 
“My name is Ms. Nomura.” The woman who had saved her introduces herself. “We’ll be here to protect you no matter what.”
“My name is Mr. Nuñez, but you can call NotE.” Her companion says. He looks young, like he could almost be younger than Jim, but he drinks and smokes and swears like a sailor already. 
“Mr. Naughty?” Barbara asks, trying to wrap her head around what’s happening. 
“Sure. Until Gunmar’s goons decide to leave well enough alone, we’ll be here to keep you and ya boy safe.” He says. 
Barbara tries to argue, but Ms. Nomura explains. 
“The Janus Family takes things like this very seriously. You saved the Don’s life. Now the family owes you a debt. We’re here to ensure that debt is paid.”
“Fine.” Barbara huffs. “But don’t think that you are going to keep me cooped up in here. There are people at my clinic that need help. And I didn’t become a doctor to become embroiled in a mafia war!”
.
Barbara is slowly getting used to her new daily normal. Ms. Nomura shadows her to work then stays nearby keeping an eye out. Then they return to her home together. She still doesn’t like her son and his friend Toby spending so much time around NotE, nor does she like Otto, the Family’s “fixer.” But she finds Ms. Nomura’s company to be pleasant enough. 
Despite her ties to the Janus Family, Ms. Nomura is an avid art enthusiast. She seems to know every bit of history about every piece in the local art museum. Barbara strongly considers showing the other woman her own paintings. 
Before she gets a chance to do so, the Darklands Family makes its second attempt. Barbara and Nomura are walking home from the clinic when a car pulls up besides them. Nomura pulls Barbara behind her drawing her Tommy from her jacket. After a short hail of bullets, returned by Nomura, the car speeds away. 
Nomura drags Barbara off the streets, not pausing until they are safe in her home. Jim jumps up from the book he’s reading to help them inside. Barbara has a small graze on her arm and Nomura one on her leg. Nomura also had a much series wound in her abdomen. 
NotE calls for back up while Jim and Barbara see to Nomura’s injuries. It’s not long before Otto Scaarbach and Gladys Groe arrive with a small troop. Walter Strickler, Don of the Janus Family comes with them. His fury is something to see. Not only was someone under the Family’s protection injured, but a member of the Family itself is laying on the kitchen table her blood soaking into the hardwood. The only person angrier than Walter is Jim, seeing his mom hurt boils the boy’s blood. 
The Janus Family prepares to hit the mattresses. This is a call for war. The Family cannot rest until revenge is had, blood for blood. 
Barbara can’t pay attention to them. All she has eyes for is her patient. She knew she would be dead if it weren’t for the woman in front of her. Her blue eyes shine in the light as Barbara stitches her up. 
.
“So what do you think?” Barbara asks. 
“It’s beautiful.” Ms. Nomura’s green eyes are wide as she takes in the painting. “Ms. Lake, you have quite the eye for colors!”
The painting isn’t her best work, but it fills her heart with joy to hear Nomura likes it. It captures a scene she has seen only in a book, the cherry blossoms of Japan. From the look on the other woman’s face, Barbara can tell this is the exact taste of home that she needs. 
Ms. Nomura turns away for a moment, wincing as she twists her stomach. She’s healing quickly, but she still has some small twinges of pain, now weeks after her injury. She pulls a small package out from her bag. 
“Ms. Lake, I got something for you as well.” She handed over the package. “In thanks for your caring touch.”
Barbara opens the package and gasps. The small urn, brilliantly painted, perfectly matches her eyes. She reaches out and intwines her fingers with the other woman’s. 
“Ms. Nomura… I-”
“Please, Ms. Lake, call me Zelda.”
Barbara giggled a little. 
“In that case you need to call me Barbara.” 
They look at each other for a moment, each staring deeply into the other’s eyes. 
“Ok, Zelda.” Barbara whispers breathily. 
.
“I can’t believe you dragged my son into your fight!” Barbara screams. 
“I didn’t drag him anywhe-” Zelda’s sentence is cut off as she ducks a plate that is hurled at her head. “Please Barbara listen to me!”
Barbara ignores her plea in favour grabbing for another plate. 
“I’ve done nothing but help your precious family! And in thanks I’ve been shot at! My home’s been invaded. And now my son is kidnapped! He’s been taken by the Darklands! Zelda, how did you expect me to react to this information?”
“Barbara, please!”
“GET OUT!” Barbara screams. “GET OUT OF MY HOUSE! And don’t you ever think of coming back!”
Nomura ducks under another plate and bolts for the door. She turns back just in time to see Barbara grab the blue urn, the present she had given her, and pull her arm back to throw it. Nomura quickly steps outside and closes the door. After a few seconds the sound of something shattering within echoes the shattering of Zelda’s heart. She leans against the door for a second, slow tears falling down her face. Inside she can hear Barbara sobbing against the other side of the door. 
Zelda straightens and pulls away from the door. She steels her spine there can be only one course of action now. 
Walter had called Gunmar’s attack against her personal and had ordered a full out war with the rival family. But he doesn’t know the meaning of the word personal. Zelda snarls as she strides away. She is going to rain an ungodly hell on the Darklands. 
.
The heavy rain fall pours down. The puddles run red with blood. Barbara Lake, doctor and mother of one, does her best to staunch the bleeding. Her tears blend with rain running down her face. The Thompson, its barrel still smoking from the fire fight, lays discarded to the side. 
“Please stay with me Zelda!” Barbara cries. 
Zelda struggles to stay awake. The world seems to be fuzzy at the edges. All she can see are the blue eyes, filled with tears, looking down on her. The war was over. Gunmar dead. Strickler gone. Jim safe. Maybe it was time for the soldiers to go as well. Zelda always considered herself a soldier. 
“Zelda, I can’t lose you! Not again.” Barbara begs. She fumbles with her purse one handed, while she tries to maintain pressure with her other. Nomura assumes she is reaching for bandages, but instead she pulls out a small blue urn she recognizes. 
“You fixed it?” She asks softly. 
“I never broke it.” Barbara laughs wetly past her crying. “I couldn’t stand to lose it. It means so much to me.”
“Why?”
“Because I love you Zelda!” Barbara does the only thing she can think of, the only thing she’s wanted to do for far too long. She kisses her. Zelda can feel Barbara’s warm lips against her own, and the rain falling down around her as the world fades to black. 
.
Barbara stands alone next to the simple stone wall. In the yard before her, head stones stretch out as far as she can see. The graveyard always fills her with a sense of wistful sadness. Maybe she will create a painting. Try to capture the feeling inside her. She breaths deeply, trying to commit every detail to memory, so she can recreate them later. 
“What’s taking so long back there?”
Barbara turns at the voice and smiles. 
“I just had an idea for a painting and needed time to visualize it in my head.”
She hurries forward and catches up with her companion who waits for her at the corner. 
“Ms. Lake, we are out for a lovely stroll and here you are admiring graveyards!”
“Zelda, how many times do I have to remind you to call me Barbara?”
“A few more times won’t hurt.” Zelda smiles and leans in for a kiss. “I don’t have many opportunities left. Soon I will have to call you Mrs. Nomura!”
“It’s Lake-Nomura. I’m going to use both of our names.”
“That works for me.”
Barbara grabs Zelda’s face and kisses her deeply. “Here’s to us, forever.”
In time their strolls brings them back to the small house they own. Their kissing continues on the couch. On the wall is a painting of cherry blossoms and on the table under neath it, a bright blue urn.
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toodamnloyal · 2 years
Note
A very large lamb is clambering down the road with a very exasperated human close behind. "Oi! Get back here ya wee rascal!" clearly, that wasn't working. on spotting Theo, the lamb gave a soft bleat and trotted up to him, curious of the man. "Hey buddy, can you get a hold of the lamb for me? I'll be there in just a moment." She was hobbling along, despite her age, with a cane making it harder for her to catch up to the young creature.
The sailor was spending as much time as he could exploring California. He and his closest friend had recently requested a change of duty station out there - even though neither was particularly fond of the state itself. Mostly it was because they wanted to keep investigating, and be closer to the troll populations.
Especially after Theodore's little 'adventure' in the darklands and all of its 'woderful' side affects. He was walking about with his head in the clouds, enjoying the weekend and seeing what all Arcadia Oaks had to offer when the very very large lamb made itself known. Automatically Theo smiled and bent down to start petting, just accepting that this must be some sort of lamb he hadn't ever met yet. "Hey buddy." He said and then looked up when a woman called the same thing to him.
"Me?" As if someone else was playing with a fluffy lamb. "Oh, yeah, sure." While continuing to pet the creature with one hand he looped his other arm about it so it couldn't wander off.
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dailybestiary · 7 years
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Munavri
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(Illustration by Kim Sokol comes from the Paizo Blog and is © Paizo Publishing.)
After all this time, I think we finally have it: a worthy subterranean human race.  
Drow have elves. Dwarves have duergar.  Gnomes have svirfneblin.  Orcs have…well, orcs.  Halflings have no one cares (or dark creepers if you’re being kind).  You get the idea.  
But subterranean humans have tended to be confined to lost cities or are so corrupted/devolved by life underground that they are no longer recognizable human.  In the first category we have “basic”/Known World D&D’s Cynidiceans, Greyhawk’s Lerara (once again I’m pointing you to the excellent Dragon #241), and Forgotten Realms’ Deep Imaskarri.  In the latter, we have morlocks, dark folk, and even (in certain canons) skulks or derros. Those are great races, but none are what you’d call human anymore (and only dark folk really build civilizations of their own, rather than squatting in caverns or occupying ruins).  Unless I’ve majorly overlooked something, we’ve never had a human race that was both recognizably human and spread out throughout the Darklands/Underdark/Deepearth.
And then here come the munavris.  Are they human with a dash of something extra?  Sure, they’re telepathic albinos.  Do they have a distinctive culture?  Yeah, the telepathy and the need for genetic diversity have led to open minds and even opener relationships; they also worship the empyreal lords and fight in jade armor.  Can they go toe-to-toe with the drow and duergar realms?  They don’t have to, because they sail purple-sailed ivory ships across subterranean seas, battling urdefhans and retreating to jade islands that ward off aboleths. And to top it all off, they’ve got a neat object reading ability that lets them use almost any device—including weapons, armor, or spell-trigger items for a short period of time.  That alone makes them instantly iconic.  (And you can even play them as a PC race!)
All in all, I think the munavri are a real coup.  And they belong on the underground seas of your game world.
Based out of the sunken city of Mushroot, adventurers find a magical torc made of a metal they don’t recognize.  Assuming they can smuggle it past the duergar tax agents, their dark dancer fixer agrees to set them up with someone who can help.  He arranges a meeting with a strange, pale humanoid. The woman, who calls herself a munavri, barely needs to touch the item to recover the command word, and offers hints as to its origin. But she will not reveal more until the adventurers allow her to accompany them on their journey.
Most airships don’t do well on seas—and they have no business being underground!  But when a waterspout seizes the Falcon’s Promise and plucks it out of the sky, that’s where a party of adventurers find themselves: floating on a vast ebony lake in an unthinkably large cavern.  An encounter with a water orm goes badly when a jittery crewmember looses a harpoon at it.  They are only saved by the arrival of munavri corsairs, who warn them that far worse threats await them if they cannot get their ship aloft or under sail soon. (And how they will get back to the open sky is another question entirely…)
The Spear of Prophecy is a jagged shard of jade the size of a mountain erupting from the Stillwind Plains.  A monastery sits about halfway up, carved into the Spear itself. Pilgrims who go to treat with the light-shy, prophecy-spinning monks, oracles, occultists who dwell there have no idea that the monastery leads all the way down to a sunken sea miles beneath, patrolled by the monks’ far more piratical kinfolk.
—Occult Bestiary 34 & Pathfinder Bestiary 6 197
Personally, I’m not enough of a sci-fi or old-school psionics fan to really geek out over telepathy. If I were running a campaign I’d probably skip that and just concentrate on the advanced object reading—that’s an awesome enough mental power for any race.
On another personal note, I’m really conflicted by the munavri art. It’s excellently done and all the details are right—that jade armor even actually looks wearable!—but the overall sense is off.  I totally get how it happened…the art order was probably for an agile, good-aligned, albino human psychic race in jade armor…and the artist delivered.  But the pose is that of a fey trickster—every time I see it, I get the sense that if we filled in the white background, we’d see this munavri lounging on a toadstool chatting with Alice and the Caterpillar. For a sense of munavris as badass, aboleth- and urdefhan-fighting sailors of subterranean seas, Darklands Revisited’s art is sketchier in detail but more on point in terms of tone.
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