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neonmetro · 29 days
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finally putting the corporation heads in their own post ^_^
don't reference the drawings themselves for heights! here they are (from left to right)
aishire: 5'2", veraswamy: 5'10", ezra: 5'8", dante: 5'3", vergil: 5'9", beatrice: 5'11", lancelot: 6'2", estouls: 5'5", ilya: 5'9", junius: 5'4", beowulf: 5'9", ulysses: 5'7"
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metalsongoftheday · 7 months
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Wednesday, February 14: Junius, "March of the Samsara"
Eternal Rituals for the Accretion of Light Review was one hell of a title, as was “March of the Samsara”, and Junius worked hard to justify them by fusing post metal with prog and maxing out on both.  The track had an atmospheric intro, the keyboards were generally high in the mix though more ambient in nature, and there were slathering sheets of guitar.  It certainly sounded like a march towards something- maybe the desert, or dread, or death, something like that.  “March of the Samsara” was intense, almost to the point of overwhelming, which was very likely Junius’ intention.
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identityarchitect · 1 year
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hello! could you tell us more abt your OCs, esp Ceros?
HI HI HI HI HI ok so i would find the other posts i made but they're definitely way outdated now so im just gonna go over all the stuff.
ok so. there are two ways that magic works.
an individual is born with 'starsoul'. celestial objects are the only things with souls. them innately having souls makes them capable of doing magic no matter what (unless they lose their souls which is another story.) when an individual is born with starsoul, they can do small amounts of magic. most humans have either no starsoul, or enough to do significant amounts of magic. these magicians are called warlocks.
an individual receives a boon from a celestial, and is capable of drawing from their starsoul in order to perform magic. these magicians are called wizards.
there are six species total. all of them can do magic, but the three 'magic' species have their own magic and cannot perform star magic except in certain select cases (such as receiving a boon from a fallen celestial - we'll get onto those in a moment).
as a general rule of thumb, magic species live much longer than the 'non-magic' species.
the three magic species are;
harpies, whose magic is knowledge (or memory) theft. it acts mostly like a physical attack, where a harpy takes some knowledge from someone's mind and injures their body in the process. younger harpies are usually worse at this, leaving traces of the knowledge behind, and sometimes the victim can recreate the knowledge they lost. older harpies are better, and especially practised harpies can remove knowledge without the victim even noticing. harpies are humanoid creatures with dinosaur-esque arms. they have lots of feathers, especially on their extremities, and can glide from high places.
basilisks, whose magic is magic theft. they can steal someone's starsoul, or siphon energy from the link between them and their star. basilisks are snake-like creatures that are a little smaller than a horse.
dragons, whose magic is life theft. dragons can siphon away ones vitality, taking years off of your life. there are two subsets of dragons; large dragons and small dragons. dragons are primarily sea-dwelling species that often look more like sharks or whales than traditional dragons. large dragons are like basking sharks, taking in huge amounts of prey to add up to a large amount of life drain. small dragons typically go for prey larger than themselves, intending to siphon away enough life that the prey becomes weak and cannot fight back.
magic species often aren't percieved as their actual form due to the average person not expecting to speak to a harpy/basilisk/dragon. their humanoid form may have some discrepancies (strange eyes, sharp teeth, pointy ears, etc).
the three non-magic species are;
celestials, who are part of a celestial that ended up falling to earth. they are innately starsouled and the most capable at magic (although this doesn't make them the best at magic.) most celestials nowadays are small pieces of objects. in the past, during an era known as the pre-dawn, the planet was nearly constantly pummelled by celestial objects, which gave rise to the star-fathomed, huge megafauna. in order for a celestial to remain celestial on earth and not simply deteriorate into a nature spirit, they need to be part of a celestial object which is culturally important. this is why the star-fathomed are detiorating; nobody remembers what objects they're part of, and basically nobody worships them anymore. most are failing to retain their sapience, acting more and more like wild animals by the day.
humans. 's just average humans tbh. not much to say about them. humans are outliers among the non-magic species in that they're not innately starsouled.
. furries. i don't have a better name for them atm. some furries are anthropomorphic animals, some are mostly humanoid with lots of animal features. furries are the descendants of the first civilisations, who worshipped the star-fathomed. the star-fathomed gave the priests of these civilisations blessings; one in the form of starsouling, and one in the form of changing their forms to be more like the star-fathomed. the difference in furry appearance is from the deterioration of the starwalkers that gave them their appearance.
i mentioned nature spirits up there; they're just what happens when a celestial that isn't culturally important comes to earth. the area that the celestial landed in soaks up all the starsoul magic like a sponge, leaving a nature spirit; magically adept, but not a celestial.
oh another thing i didn't mention is warlock familiars. familiars are an extension of one's starsoul, manifesting outside of the warlock's body. the more 'monstrous' a familiar looks, the more powerful the warlock is. the sapience of a familiar depends on how powerful the warlock is and how they've nurtured their magic.
because of how wizards work, wizards usually take on apprentices which keep the wizard line alive. most wizards don't share their actual name, and instead pass a 'family name' down to their apprentice when they're knowledgeable enough.
there are two different magic groups; the Congregation of Colleges, headed by The Delegate, and the Lunar Council, headed by The Grandmaster of the Stars, Lusara, fifth of her name.
the Congregation is for warlocks, and works across many places with local governments to help them regulate magic. this means that the Congregation has basically total control over what magic can be taught in colleges.
the Lunar Council is for wizards, and is primarily localised. there are smaller councils in other locations which operate mainly without the oversight of Lusara. however, there are regular meetings where everyone comes to the Wingrove (a magical tree) to speak on the state of magic in their local area.
the previous Grandmaster of the Stars was murdered. Lusara is the only one who knows this.
OK ok characters time :D
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here's lusara!! the first one is accurate for her accessories and hat and clothes, the second is accurate for her face and hair and stuff. she's fucking dope. she has mega anxiety cus she's way too young to be grandmaster and also thinks she's going to get murdered.
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here's lane!! he's a harpy and he's the representative of magic species on the lunar council. he is such a bastard. he is so knowledgeable and old because he kills.
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ceros. the motherfucker ever. he's a fallen celestial who made a bad deal with a basilisk called the hag and lost his soul. he's dying! but it's ok cus he intends to get his soul back somehow.
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(the line there is to denote before and after he lost his soul.) he's such a bastard and i love him to death
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sunflower....... ehehehehehhehe. so she's the messiah of a cult called The Sons of The Sun. she's the daughter of the sun. the sun isn't a celestial btw. don't ask me what it actually is because i have no fucking idea. all i know is that it's very powerhungry.
sunny (she prefers to be called sunnybut Will blow you up if you call ehr that) is considerably powerful but she can only do fire related magic. she's a horrendous person and so beloved to me
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this is renée! our main character. she was just an ordinary alchemist, and then the catalyst hit.
the catalyst is the first part of the sun's plan to become the most powerful thing in existence. it killed and ate the other stars. so now the stars are gone, and suddenly nobody can do magic. i mean warlocks can but *barely* it's super difficult. renée's gonna travel to the capital and talk to the queen to see what she can do to help out.
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this is the queen!! her name's idea and she's a basilisk. she's the reason renée and sunny meet.
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this is valentine, a celestial warlock with amnesia. he's very weird.
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this is hsi familair.
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this is junius!! he's the head court warlock. that star eye of his is really not normal. he's pretty fucking cool though, if a little overworked.
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this is his familiar!!
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this is safiri!! she's a furry.
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and here's her friend the scornet prophet!!!
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this is solomon!! he's the apprentice of a wizard called The Wizard Graceira. graceira is currently in a coma because he performed magic after the catalyst. solomon has some fucking weird stuff going on with him.
uh idk if i can add more guys bcs image limit but there are so many ocs
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inventanimate · 2 years
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"Save yourself, leave your hell / It's over, you'll see"
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juniusgirl · 2 months
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Nvm just listened to a Junius song i am Okay Now.
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seianusfanboy · 7 months
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get ready caesar
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enlitment · 7 months
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Brutus seeing the graffiti of him stabbing Caesar all over Rome, c. 44 BC
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metalshockfinland · 1 year
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JUNIUS Premiere Acoustic Version of 'Transcend the Ghost'
Boston, MA rock band JUNIUS are today premiering an acoustic rendition of their single, Transcend the Ghost, via Decibel. Transcend the Ghost was originally taken from their 2011 album Reports from the Threshold of Death, with the newest iteration of the track serving as a fresh reenvisioning of the song through a filmic perspective by 10 Seconds to Comply – a Philadelphia / Detroit film…
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neonmetro · 28 days
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misc sketches
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dean-boese-universe · 2 years
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Episode 121 The Self Fulfilling Prophecy of John Wilkes Booth
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gay4gay junius icons
like/reblog if you use and credit me
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killingick · 2 years
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My celebrity crush is Zillakami. Amen.
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tritoch · 5 months
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i know a lot of people (very understandably) dislike the paladin job quests in ffxiv, particularly HW, but i do think it's fun that, now that the pre-ShB MSQ revamp is complete, paladins now have a very cool and thematic in-game storyline that happens without a word being spoken: the development of passage of arms.
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none of the below is directly stated in the script, but imo it's a fairly obvious gloss on what the game presents, if you assume a paladin warrior of light. spoilers for all expansions through the end of 6.X.
in the new version of steps of faith, as vishap breaks through each ward protecting ishgard from attack, lucia mounts a final desperate effort to hold him back, with a very familiar looking animation:
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but even lucia can't hold back vishap's flame alone, so the temple knights surge forward to assist her. their efforts make the shield visually more powerful and larger. the temple knights here band together in defense of ishgard, and their knightly resolve to protect their home is the difference between victory and defeat.
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lucia and the knights do ultimately succeed in defending the last ward, as you have to defeat vishap before their shield falls or you lose.
later in heavensward, obviously, we will get ffxiv's most famous (failed) attempt at blocking something with a shield.
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this moment can be read as fairly impactful on the warrior of light's development; as i've noted elsewhere, after the trauma of watching haurchefant bleed out in their arms at level 57, at level 58 paladins learn to channel their magic into healing (and it's called "clemency," or mercy. mercy for whom? who was guilty?), and as someone pointed out on that post, at level 58 dark knights used to get "sole survivor", letting them heal in response to a marked target's death.
for a time, you literally carry haurchefant's shield with you, and 3.3 very much literalizes in genre fashion the idea that even when you are standing alone, your fallen friends stand with you. you don't need to call any allies to stand at your side and raise their shields with you because they are already there, in spirit.
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stormblood marks a pretty important turning point in the warrior of light as a combatant, in my opinion, and the text makes this clear in several ways. first, in pretty much all your jobs, you've now far exceeded your trainers and are pioneering new techniques. this is no less true of paladin, which for 60-70 abandons any trainers at all for you to show off your peerless skills in a tournament.
second, stormblood is straight up a story about you getting stronger. at level 61, zenos kicks your ass. at level 70, you kick his ass. why? because you fought and got stronger and developed incredible new techniques and became a one-man army.
for a lot of classes, this story lines up nicely with the big rotation changes or flashy new finishers on the way from 60 to 70. SMN is now busting out bahamut and casting akh morn; RDM gets verflare and verholy; DRG starts harnessing nidhogg's power directly through dragon sight and nastrond.
the tanks are divided in two: warriors and gunbreakers get huge damaging upgrades at 70 in the form of inner release and continuation, each of which lets them hit the same button many times for lots of damage and satisfying animations. paladin and dark knight get more protective abilities; dark knight gets the blackest night, and there's been plenty said about that already by pretty much everyone.
paladins get passage of arms. instead of a relentless new attack (and you get requiescat at 68, which is a way bigger deal for your dps rotation), your big reveal at 70 for zenos in your fight in ala mhigo is a superior way to protect your party, a shield that lets you stand for your allies so they never have to fall for you again. it's lucia's same shield, except you need no allies' shields to reinforce you, proof of your martial prowess and your ability to transcend limits, and perhaps in truth a reminder that you never really stand alone.
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in many respects passage of arms should really feel like a paladin signature move to you now if you are playing it at this point, because you should be popping it in pretty much every fight (you are using your mits, right...?). basically every FFXIV fight has at least one big AOE with downtime that warrants passage of arms usage, usually after the mid-fight add phase with slowly filling bar. since that AOE usually drops during downtime, there's no reason not to pop passage of arms (which otherwise restricts your movement and actions), and even on normal, sometimes every little bit counts on a damage check even if it means dropping DPS (thinking here of harrowing hell P10N on release, which was...less consistent for a lot of roulette parties than you might hope).
so from 70 onward, passage of arms is in a sense a paladin warrior of light's signature move, and certainly the one a player gets to most actually enjoy (since if you're using it, you're by necessity not doing anything besides moving your camera and admiring your sick animation). it doesn't have any competition in terms of spectacle until confiteor, and those you're usually throwing out in the middle of movement.
it's such a signature, in fact, that the only other person shown using your one-person version of passage of arms is your greatest admirer, who studied your legend for over a century.
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and it's when he fails (should've popped arm's length, bud) that the warrior of light decides they can't let their friends fall for them, and sends them away with the transporter beacon. this is all wrong: you were meant to die for them, not the other way around. yours is the shield that stands between your allies and defeat. it is you who will win this passage of arms and break your opponents lance. and you do.
and then later, when they need to quickly establish zero's domain as a place of fallen grandeur, the home of someone who once believed in heroes but is now a cool and cynical vampire hunter d, what do they use? a decayed statue of someone in the paladin endwalker gear doing the passage of arms animation, of course.
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from a visible instantiation of knighthood as a joint effort to defend what is sacred, to a tribute to the fallen friends whose memories stand by you and animate you, to a symbol of the wol's power as emulated by their allies or darkly mirrored in other shards.
not bad for a mit button you hit once per fight and otherwise never think about!
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cosmicseashanty · 5 months
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My entry for the FanFest EU 2023 art contest! I had the idea somewhere in my mind ever since I finished Endwalker... wanted to show the winding journey through the Aitiascope dungeon
I made it as a finalist, which I'm still so blown away and happy about...
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jeremysknoxes · 7 months
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its the day before ides of march which means its time to leave some knives out for the senators!!!
here: 🔪🔪🔪🔪🔪🔪🔪🔪🔪🔪🗡️🗡️🗡️🗡️🗡️🗡️🗡️🗡️🗡️
take one, pass it along!
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inky-duchess · 7 months
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Remember what the true meaning of the Ides of March is. It's not about the vibe checking of one politician but the vibe checking of a politician together.
Celebrate the holiday the way it was meant to be celebrated 💜
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