#merchants of knowledge and magic
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Calinthe from Merchants of Knowledge and Magic is aromantic asexual!
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How many can you guess?

#noahs book recs#indie books#queer books#phantom and rook#indie authors#lore and lust#merchants of knowledge and magic#oak king holly king#a rival most vial#faes mate#fantasy books#book recs#book recommendations
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I'm too mentally fatigued to do much marketing lately, but I have been enjoying reading. 12% into Merchants of Knowledge and Magic and really loving how detailed this world is thus far.
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recently thinking about the concept of a new npc/semi-cryptid healer character: a little (REALLY little) old lady who rides around on a giant animal (boar or something) whose....family(??) has a long history of healing talents through accupuncture, herbal remedies, pressure points, chiropractic things, etc.
the family line/line of practice has a history of very long life BECAUSE of the healing practices, so this little old lady is maybe...150? 170? years old??? shed be the healer the guild goes to, since her remedies are BETTER than mochis magic AND limes tech junk, she can help any one of them without problem
but the odd thing about her is that shes NOT a witch, weirdly. her healing is 100% natural, which means it works on those with high magic res, since it has nothing to do with magic.
i also think the family history would have this weird relationship with witches, where theyre willing to heal them (for a price of course), but they absolutely REFUSE to give their secrets to any witch. "You'll just make it better and put us out of a job." they always say, so even mochi doesnt know what the hell is in that soup shes eating, all she knows is that its capable of instantly restoring 90% of her magic (5 day cooldown before she can drink it again though, lest she die)
#she either has a shop set up in a place easily teleported to OR she travels around like the merchant#though i think the teleport point makes more sense if you need to easily access her#becuase shes technically a human she doesnt pop up everywhere and anywhere like the merchant#(the secret is in the knowledge and ingredients) she says while cracking limes neck and somehow it fixes his sore foot#the insane old lady character#also the small(tm) character like robbie from totk or the grandma from ranma#her name is madam springs#(like hot springs!) she says (cuz i can heal you with a touch!) and then paralyzes you#do you think shed know certain pressure points like in atla where she can stop you from using magic#another reason to do magic commissions so you can buy these insane healing products#mochi: (looking at thing in bottle) its a potion?#madam springs: what?? no!! none of that magic junk. its called the hibbie-jibbie-remover. my own personal invention.#madam springs: takes away all stress in 2 minutes guarenteed!!#lime slowly takes the bottle away from mochi (i dont like that name.) he says#one thing about all the cryptids is that they all have a no-fighting policy within their vicinities#since multiple witches and magic creatures go to them. if you see another witch you have a beef with while youre there you gotta fight late#they dont let that shit slide
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Some facts about Emmrich (and also the Necropolis, Nevarra and other related things) gathered from the banters
I went through all companion banters on DanaDuchy's channel after playing the game to write down all facts about companions/the world that I haven't seen brought up anywhere in the game as a writing reference (and for funsies).
Note: This list may not be exhaustive. I might have missed some something or didn't write it down because I considered it common knowledge. If you have anything to add, please DM me or send an ask! (do specify what banter the information is coming from, though)
Note 2: Posts from this series (mostly) don't include information from banters specific to quests or between companions and faction members. I plan to do another playthrough to capture more of those and will add any relevant info to the character posts.
Other characters' posts: Bellara, Davrin, Harding, Lucanis, Neve, Taash. I'm also planning a post about just the Lighthouse some time later

About Emmrich:
Family and early life:
“Volkarin” is a commoner’s name. Emmrich’s father was a butcher, and his mother was a cook
When Emmrich was around 5 years old, his neighbours had a pig named Lucy. He was very fond of her, and she’d always let him hug her around his neck
Emmrich grew up poor (clocked by Neve based on the way he always saves his candle stubs, shows up first for meals and never leaves food on his plate)
Emmrich grew up hearing that all dragons were so hostile they had to be slain and is surprised that Taash has found ways to deal with them peacefully
General:
The gold Emmrich’ wears is called “grave-dowry” (or “grave gold”). It’s a Nevarran custom to wear precious objects one would like to take to their grave
Emmrich’s bracelet (not specified which one) was gifted to him on the day he became a full Watcher. The ring with a large stone was the last gift from his father. The skull pin doesn’t have a story, he just likes it
Emmrich isn’t fond of the Nevarran nobility
Emmrich’s shaving cream smells like potash (at least to Taash)
Emmrich uses moss perfume with flowers
Decades ago, Emmrich used to see an Orlesian woman who was an art appraiser
If Emmrich wasn’t a watcher, he would like to be a botanist
Emmrich displays some interest in Ferelden, mentioning that many of its heroes greatly shaped the history. Harding says that’s the nicest thing anyone has ever said about her homeland
Emmrich doesn't like beer because it's bitter
Emmrich prefers tea (he mentions purchasing a Brynnlaw curled-leaf blend in Nevarra), but he can also drink coffee
Emmrich doesn’t eat meat (seafood and insects included), but he indulges in cheese. It seems to be a Watcher thing - he says that each Watcher must decide what they will and won't take a life for, and meat crosses that line for him
Emmrich likes melons, mushrooms and pineapples. He also enjoyed a plate of fried leeks and potatoes at Halos’s stand in Minrathous
Emmrich always thought he’d get married one day
After a Minrathous merchant sells Emmrich fake charms, he causes him to see skeletal faces on the windows and hear spirits whispering that false goods endanger lives as punishment. Emmrich agrees to stop once Neve tells him that she can convince the merchant to get back to selling linen if the visions cease
On magic and studies:
Some deaths may leave emotional imprints so intense Emmrich may feel them decades later
Emmrich thinks the magic of old Elven artefacts is “rigid”
Emmrich isn’t very good at figuring out Elven artefacts (by his own admission)
Emmrich’s first published work was A Monograph on the Vagaries of Determining a Body's Time of Death
Emmrich is roughly familiar with the dragon anatomy
Emmrich knows a lot about how bodies work (muscle-wise etc.) from the time he performed autopsies
Watchers study the death practices of other cultures. Emmrich knew about Eb-ketarra and the Rivaini traditions even before Taash performs them at the end of their questline
On life in the Necropolis:
When Emmrich fell for another boy during his youth, he showed him a corpse he was allowed to practice dissection on. The date was ruined by a passing wisp possessing the body and causing it to sit up and ruin the mood
Emmrich tutored Dorian during his term in the Necropolis (“Tremendous potential, but appallingly flippant towards the dead”)
Emmrich and other watchers live in the Necropolis (Emmrich has a flat there)
On life at the Lighthouse:
It took 8 skeletons half a day to bring that slab of marble into Emmrich’s room
He didn’t bring his entire collection of books to the Lighthouse (there are more)
Emmrich talks to skulls in his room
Lighthouse kitchen reminds Emmrich of the mortuary
Relationships with companions:
Emmrich offers to introduce Bellara to Audric, the Necropolis librarian (who appeared in Tevinter Nights’ Down Among the Dead Men)
Emmrich calls the Archive spirit a work of art
Emmrich and Davrin disagree on parenting methods. Emmrich thinks Davrin should better discipline Assan and teach him boundaries, while Davrin suggest Emmrich should let Manfred learn more on his own (e.g. let him fall so he learns how to get up)
Emmrich turns to Neve when he needs help acquiring some reagents he can't get his hands through normal ones, and she agrees to help him out (smuggling is involved)
Emmrich isn’t too thrilled about Neve taking over the Threads, questioning of what’s going to become with the organisation and the future and thinking it may become corrupt (sort of mirroring the way Neve is apprehensive about his lichdom)
Taash likes Emmrich’s lich helmet. They are not usually fond of skulls, but that helmet is fine because it’s on fire
Taash thinks that gemstones like amethyst or green opal would look good with the lich helmet
Emmrich doesn’t seem to like unrealistic books as he criticised Harding’s “Gore-Knight” novels for their incorrect interpretation of magic. He is worried about people misunderstanding magic and spirits
Emmrich calls himself Harding's 'de facto physician'
On Manfred:
(If Rook chooses to save Treviso) Manfred brings Neve tea by his own volition. Emmrich thinks it's because Manfred sensed she might need a friend
Manfred is as aware of his surroundings as most people (to a certain degree)
(If revived at the Necropolis) Manfred learns to say Emmrich’s name
(If revived at the Necropolis) Manfred becomes much more talkative
Manfred likes boiling tea because he is fascinated by steam
Emmrich suggests Manfred tries tending to plants in Harding's garden
Manfred is curious about Spite and wanders into Lucanis’s room at night
Spite and Assan miss Manfred if he’s gone
On Lichdom:
Emmrich smells fine to Taash even after he becomes a lich
Emmrich’s lich helmet burns with veilfire. He once tried using it in combat, but the flame ended up blinding him
Emmrich thinks Strife would no longer be interested in a relationship after he becomes a Lich. That doesn't prove to be true
Lich!Emmrich doesn't need to eat but still comes by the kitchen for company
The energy of Emmrich’s magic changed after he became a lich
Other liches call lich!Emmrich “Young Volkarin”
Lich!Emmrich no longer has muscles, but when he tries out Taash’s pull-up routine, he can still feel something like “a spectral memory of flesh”, as if he had pulled a tendon
Emmrich starts seeing more books in the Lighthouse library after becoming a linch
About spirit, demons, and the Necropolis:
There are spirits of Temperance and Diligence
The Watchers avoid using the word “demon” because it creates bad expectations and can negatively influence spirits
Some in the Mourn Watch suspected that elves originated from spirits, though it was just one of many theories, and not a particularly popular one
Chambers in the Necropolis can go missing (according to MW!Rook, they turn up, eventually)
Even after the despair demon is banished from the Necropolis, the halls remain cold. However, the effects will abate with time
There are horses on display in the Necropolis
Watchers rarely get possessed thanks to the special wards of the Necropolis. Possessions also don’t happen as often because the necromancers already provide spirits with bodies, so they don't need to possess anyone by force
Bellara calls the background magic of Necropolis tidy and quiet
There something called “The Deep Necropolis” featuring sections like “The Unspoken Valley” and “The Charnel Bridge” (which has something called “nightmare fog”) that hosts all kinds of entities. Bellara is very excited to visit once the nightmare fog clears
Vorgoth ensures that the transgressions of those who use magical to cruel and abusive means will not be tolerated (whatever that means)
About Nevarra:
Many great Nevarran artefacts have been lost to time, including the Skull of Sabinar, the Key of Dead Dreamers, and the Crown of the Moon
There are strict rules about selling enchantments in Nevarra. You can’t sell anything without a licence and an inspection from the mage Circles
A Tevinter poem “Faustina's Song”, a romantic epic from the Steel Age, is very popular in Nevarra, and its quotes are used on ‘more than one’ epitaph in the Necropolis. Neve is surprised people even read it outside Tevinter
Pineapples don’t grow in Nevarra
#dragon age the veilguard#dragon age#veilguard spoilers#emmrich volkarin#manfred#neve gallus#taash#lace harding#datv banters#meta#references#flowers.txt#mourn watch#flowers blogs
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The "potion-crafter" archetype of alchemist used in fantasy is often, like, an independent chemist that works off commission or sales to create fireball elixirs or exorcism salves. Is there a grain of truth, there? Did alchemists in any period you studied make a living by synthesizing magical items (like panaceas or DIY-chrysopoeia-kits or somesuch) and selling them on to any willing customer, or was that not really in their domain?
Ha! You know sometimes it can be a bit annoying answering asks like this, because most fantasy media isn t terribly interested in authentically representing history, BUT THIS TIME I can give y'all a specific and direct answer!
The archetype of the potion-crafter you're talking about almost definitely has its roots in an actual pre-paracelcian european medical profession; the Apothecary.
There were three types of doctors in the 1500s. There were diagnosticians, the people who went to school to learn about anatomy, and were allowed to call themselves "doctor." There were surgeons, the low-skilled workers who were in charge of hacking off limbs and draining bedpans. And there were apothecaries, basically the medieval equivalent of a pharmacist.
If you were a wealthy merchant, and you went to a doctor for your runny nose, he would look you over, and give you a prescription that you were supposed to take down to your local apothecary, so you could buy a potion from them.
But these prescriptions weren't exactly strict. A doctor might prescribe you an exact list of ingredients with the amounts, or he might just prescribe you "a healing ungent of cooling and drying herbs." So the apothecaries occasionally had some wiggle room based on supplies and expertise.
The important thing to remember, is that apothecaries were NOT considered magicians or alchemists.
That is, until Paracelsus came along.
See, good ol' Paracelsus was a radical innovator. He was one of the first physicians in history to be all three types of doctor at once. He was a diagnostician, a surgeon, and an apothecary. He argued that all doctors should have knowledge of their entire profession, and that no doctor was above suturing their patients wounds, and mixing their patients medicines.
He was also, crucially, an alchemist and a magician.
Alchemy was the cutting edge of technology for the time, a practice regarded with equal parts awe and suspicion, but it was more the realm of glassblowers and metallurgists than doctors or botanists. Paracelsus disagreed. He argued that if it's part of God's creation, it should be used to heal the human body.
This extended to magic. Paracelsus figured that you had to factor in things like "the movement of the planets and their influence on the earth." And he was known for prescribing patients things like "astral talismans to be worn about the neck." A practice that, even for his time, was often seen as backwards and superstitious. (Although given how harmful medieval medicine was, the astral talismans might have been your best option sometimes.)
Paracelsus was a radical. People fucking hated him, especially when he was alive. But his ideas were extremely influential, and exploded in popularity after his death in 1541. I can confidently say that the fantasy archetype of the Potion Brewer is based on Paracelcian physicians, the doctor/alchemist/apothecary/magicians who followed his theories.
Here I'll link my Patreon if y'all wanna support my research! I have a whole section on Paracelsus.
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Twisted Wonderland fun facts
CONTAINS SMALL SPOILERS FOR BOOK 3 AND MALLEUS LAB WEAR VIGENETTE
Ace and Deuce are in the same class and Ace comes right after Deuce in the numbering. (Most likely because they have it based off surnames and T(rapolla) comes after S(pade)
Azul yells at Floyd and just straight up smacks Jade. This is probably because physical violence entertains Floyd and merely speaking to Jade would just amuse him more, so he has to do what annoys them whenever he is frustrated with them. Evidence of this is voice lines and a scene in book 3 where Azul gets mad at Floyd because he left a dent on the safe.
Vil dislikes mayonnaise. Based on what I've heard, it had given him acne/pimples after eating it for three days straight.
Malleus has a tamagochi. Common knowledge, I believe. In his lab wear vigenette, he went to Deuce to know if he could fix it. At first, Deuce thought Malleus was about to challenge him or smth and he was really ready to go up against Malleus Draconia
Cater is the only Heartslabyul character we have whose homeland is not the queendom of roses. His homeland is the shaftlands.
Speaking of the shaftlands, Vil and Jack are also from the shaftlands. The two are on good terms and are possibly friends (considering how Jack is in most of if not all of Vils vigenettes)
Ruggie would eat anything as long as its not rotten. (He also gave me the highest scores in the cooking event thingy)
All of the housewardens are middle class or upper. They're all fucking rich. Riddle's parents are doctors, Leona is a literal prince, Azuls mom owns the most famous restaurant in the coral sea, Kalim is the heir of merchants, Vils father is an A-list celebrity and he is one himself, Idia's parents are the heads of STYX, and Malleus is the future king of Briar Valley.
Rook has freckles. That he covers with make up.😢
American football does not exist in twisted wonderland. They have magic frisbee instead.
Yuu/the prefect/player is a wholeass photographer. The cards are the photos we snapped with the fuckass camera Crowley gave us b4 lowkey forgetting about us
This one is kinda more of a personal take; Neige is considered more beautiful than Vil because he's an approachable kinda pretty. Whereas Vil is the kind of beauty that could come off as intimidating.
#twisted wonderland#twisted wonderland x reader#disney twst#twst yuu#twst#fun facts#twst imagines#azul ashengrotto#tweels#floyd leech#jade leech#cater diamond#riddle rosehearts#leona kingscholar#kalim al asim#vil schoenheit#idia shroud#malleus draconia#neige leblanche#ruggie bucchi#jack howl#adeuce#deuce spade
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in the world of Fae, dreams are woven from honey and stardust, mischief is made of spun cinnamon and pepper, and love is born from passions of fire and dreams of moonlight…
but before you emerge into this enticing land, a few rules must be established.
1. everyone here is immortal. the moment they reach the age of 20, they do not physically age anymore, and they will live for the rest of eternity. they can only die in combat from wounds; however, they are often so durable that even the deepest of wounds do not kill them. there have only ever been 1 or 2 deaths in history.
2. everyone here are addressed as fae. they can all use basic magic, such as telekinesis. however, many are much more skilled than others and even have magic that are specific to them. this is most often seen within nobles or royalty.
3. there are five royal families and thirty-five noble families, each of different ranks. the five royal families are the schmidt family, the mikage family, the barou family, chigiri family, and the itoshi family. court nobles are members of the royal or noble families who are politically involved, usually the father or eldest son of those families.
4. anyone, even a peasant, may increase into becoming a noble as long as they do a significant enough act or if there isn’t exactly 35 noble families. you will see an example of this very situation soon in one of the adventures you may go on.
5. the barou family are the ones currently on the throne, but every generation, the family on the throne changes. the next generation will have the mikage family on the throne. every person of each of the five royal families are addressed with royal titles; however, the ruler on the throne is addressed as “emperor” or “empress” instead of “king” or “queen”.
6. for nobles and royals, there is an academy that they go to for basic schooling, manners, history, behaviors, nobility knowledge, tactics, and battle strategies. a child will stay there from ages 5-20, and age 20 is the age where they reach adulthood, therefore graduating.

CHOOSE YOUR ADVENTURE:
isagi yoichi is but a humble merchant who often helps at his parents’ farm. however, after accidentally exposing a royal court noble named kira as a fraud, he quickly becomes a court noble in place of kira. but as he discovers more about the palace, the land of the Fae, the secrets of the land, and the secrets of the royal and noble families, it’s almost like he was destined to do this. that he was always meant to be a court noble who is praised and loved by everyone.
if this character is chosen, you are: the closest lady-in-waiting of a noblewoman, and you are someone who kira has had his eyes on for years. however, he’s always made you feel discomfort, and you instantly felt grateful and obliged to help isagi after he proves that kira is a fraud and gets him kicked out of the palace. you agree to help isagi uncover the secrets of the palace, but as you get closer and closer with him, you feel strangely…familiar with him.

chigiri hyoma is the beautiful yet icy prince of the chigiri family. women adore him and throw themselves at him at every turn, but he turns down every single one. his soft and feminine features are often noted, although those very traits seem to be what the women of the Fae Empire adore the most. for decades, he has rejected everyone that his mother or father recommended him to marry, simply seeing no point in marrying someone he doesn’t care an ounce about.
if this character is chosen, you are: his elder sister’s new lady-in-waiting, who was once a servant working in the kitchens and cleaning. however, after a certain incident, princess koyuki chigiri adores you and makes you a lady-in-waiting. however with your cropped hair and boyish traits, chigiri almost instantly feels an attraction towards you. but how he reacts to these new emotions? well, he knows: treat you like shit and do nothing but argue with you.

mikage reo is the future emperor of Fae, the inheritor to the throne. his whole life, everything was fed to him with a silver spoon and with a matching silver platter. and yet, he’s bored with his life. lessons for being the future emperor are far too easy, he can effortlessly get anyone to love him through his money alone, and everyone acts the exact same: gossipy, superficially polite, and annoying. he almost hates his life, but he’s obligated to keep on living to be emperor.
if this character is chosen, you are: a rebellious noblewoman who is constantly running away and wreaking havoc. you hate your family, you hate the idea of being forced to marry a man you don’t love and becoming a mother maid, and you hate the idea of your future. but one fateful night, when you are running away from your bodyguards again from sneaking out, you see the future emperor of Fae, mikage reo, in the cheerful night market, clearing also sneaking out.

itoshi rin is not the heir, just a spare. in two generations, the itoshi family will take the throne; but it won’t be rin, it will be his older brother sae. and for this reason, much of rin’s childhood was spent in the shadow of sae. attendants and educators always came for sae, not rin. people always spoke to sae at banquets and events, not rin. prince rin will always be “future emperor sae’s little brother” in everyone’s eyes. when will anyone ever see him as “rin”?
if this character is chosen, you are: a simple daughter of a merchant who spends most of her days working in the fruit market at night and taking care of her younger siblings. one day, prince itoshi rin sneaks out a single time just to see how it’s like at the fruit market for the general public, and he sees you. but in your conversation, you don’t bring up sae a single time, the first time it had ever happened in rin’s entire life. from then on, he begins to sneak out every day.

karasu tabito is a nobleman and the current general of the military. he’s a skilled tactician, strategist, and fighter, one everyone loves. most women of the empire would grovel at his feet just for a chance to spend one night with him, but karasu is simply too honorable and morally true to agree to such offers. he’s a kind man, which is very much the reason why he rarely ever talks to women these days. he’s usually too busy in his office writing strategies anyways.
if this character is chosen, you are: someone who he has known since childhood, ever since his days at the academy. he has been in love with you for as long as he remembered, and yet since you have both always been rivals at the academy, he could never admit it. but after saving you from an arranged marriage by marrying you himself, you are both in a supposedly “loveless” marriage despite the fact that karasu loves you very much. but how does he tell you so?

michael kaiser is half royalty. his mother is a member of the schmidt royal family and had an affair with his father after a passionate night. however, after coming to terms with her actions, she ran away, never associating with kaiser’s father ever again. bitter with rage for losing the woman he loved and the chance of becoming royalty slipping through his fingers, kaiser’s dad begins to abuse him. but after working hard enough, kaiser finally escapes and becomes nobility.
if this character is chosen, you are: his childhood best friend, who he blackmails the royals to turn into his wife. you are both constantly on small little adventures in Fae, much to the displeasure and dismay of the royal families. you accompany him through his anguish, pain, joy, happiness, jealousy, and most of all: love. you’re the love of his life after all. how could you not? but after a certain palace jester named ness appears, you begin to realize a darker side to kaiser…

@ohagiyo @yorubl1d3 @levihanmyotp excited?
#blue lock#blue lock x reader#bllk#bllk x reader#isagi yoichi#isagi#isagi x reader#Isagi yoichi x reader#chigiri#Chigiri Hyoma#chigiri x reader#mikage reo#Reo mikage#Reo#reo x reader#mikage Reo x reader#Reo mikage x reader#Itoshi rin x reader#rin itoshi x reader#Itoshi Rin#rin itoshi#rin x reader#karasu#karasu tabito#karasu x reader#michael kaiser#kaiser#michael Kaiser x reader#Kaiser x reader
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Collecting And Utilizing Magick Charms

My personal charm collection.
Magick charms are small, enchanted objects used for protection, luck, attraction, and spiritual power. Witches, shamans, and mystics have used charms for centuries to enhance spells, manifest intentions, and guard against negative forces. This comprehensive guide will help you collect, store, and use charms effectively in your witchcraft.
What is a Magick Charm?
A magick charm is any object infused with energy or intention to create a desired effect. Unlike talismans (which attract energy) or amulets (which repel energy), charms can do both, depending on their purpose.
Uses of Magick Charms in Witchcraft:
• Protection – Shields against negative energy, hexes, and harm.
• Luck & Prosperity – Draws fortune, money, and success.
• Love & Attraction – Enhances self-love, relationships, and passion.
• Healing & Wellness – Promotes emotional, physical, and spiritual health.
• Psychic Abilities & Divination – Strengthens intuition, dreamwork, and spirit communication.
• Manifestation & Goal Achievement – Focuses energy on specific desires.
Collecting Magick Charms
Magick charms can be found, crafted, or gifted. The key is choosing objects that resonate with your energy and intention.
Where to Find Charms:
• Nature – Stones, feathers, shells, acorns, bones, dried herbs.
• Thrift Shops & Antique Stores – Old jewelry, keys, trinkets, coins.
• Personal Objects – Lockets, rings, buttons, meaningful tokens.
• Handmade Charms – Sigil-carved wood, cloth pouches filled with herbs, inscribed coins.
• Cultural or Spiritual Items – Religious symbols, runes, lucky talismans.
A List of Magick Charms & Their Meanings
Protection Symbols & Charms:
• Pentacle/Pentagram – A five-pointed star within a circle, symbolizing protection, balance, and the elements.
• Hamsa Hand – A hand-shaped amulet with an eye in the center, used to ward off the evil eye and negative energy.
• Ankh – An Egyptian symbol of life, protection, and divine energy.
• Eye of Horus (Wadjet) – Offers protection, health, and wisdom.
• Algiz (ᛉ) – A rune of protection and higher guidance.
• Triquetra – A three-interwoven loop symbol representing the triple goddess (maiden, mother, crone) and protection.
• Bindrunes – Custom symbols made from Norse runes for specific protective purposes.
• Hexagram (Seal of Solomon) – Used for divine wisdom and spiritual protection.
• Blackthorn (Saining Rod) – A charm in Celtic magic for warding off evil spirits.
Love & Attraction Charms:
• Heart Symbol – Represents love, passion, and emotional connection.
• Venus Symbol (♀) – Associated with love, beauty, and feminine energy.
• Claddagh Ring – An Irish symbol of love, loyalty, and friendship.
• Red String – A Kabbalistic charm for protection and attracting love.
• Rose Quartz – A stone of love, harmony, and emotional healing.
• Apple (Sacred Fruit) – Used in love spells and fertility rites.
Wealth & Prosperity Charms:
• Coin – Standard charm of wealth, success, and prosperity.
• Maneki-Neko (Lucky Cat) – A Japanese charm for attracting fortune and prosperity.
• Four-Leaf Clover – Brings luck, success, and good fortune.
• Fehu (ᚠ) – Manifests wealth, prosperity, and abundance.
• Cornucopia (Horn of Plenty) – A symbol of abundance and wealth.
• Chinese Coins (Tied with Red String) – A feng shui charm for prosperity.
• Citrine (Merchant’s Stone) – Attracts wealth and financial success.
• Elephant with Trunk Up – A charm for good luck and financial stability.

Power & Strength Symbols:
• Thor’s Hammer (Mjölnir) – A Norse symbol for protection and personal power.
• Dragon Symbol – Represents strength, wisdom, and magickal power.
• The Lion (Solar Power) – Represents courage, dominance, and royalty.
• Oak Leaf & Acorn – Strength, endurance, and longevity.
• Sowilo Rune (ᛋ) – Represents the sun’s power, success, and victory.
• Phoenix – A symbol of resilience, transformation, and rebirth.
Wisdom & Knowledge Symbols:
• Key – Unlocks new opportunities, wisdom, and secrets.
• Ouroboros (Serpent Eating Its Tail) – Represents infinite wisdom and cycles of renewal.
• The Owl – A symbol of wisdom, intuition, and the unknown.
• Merkaba (Star Tetrahedron) – Represents spiritual ascension and higher consciousness.
• Celtic Awen – Three rays representing divine inspiration, wisdom, and creativity.
• Feather – A symbol of knowledge, communication with spirits, and travel.
• Shell – Connection to water energy, emotions, intuition.
• The Labyrinth – A journey of self-discovery and enlightenment.
• Spider Web Charm – Symbolic of creativity, patience, weaving fate.
• The Book (Grimoire Symbol) – Represents arcane knowledge and magickal wisdom.
Healing & Health Symbols:
• Caduceus (Staff of Hermes) – Often confused with the Rod of Asclepius, it symbolizes healing and balance.
• Rod of Asclepius – A staff with a serpent, representing medicine and healing.
• Chalice/Grail – A symbol of spiritual nourishment and healing.
• Dove Symbol – Represents peace, purity, and emotional healing.
• Green Aventurine – A crystal associated with heart healing and vitality.
• Healing Hand (Reiki Symbol) – Used in energy healing practices.
Magick & Spiritual Symbols:
• Triple Moon (Waxing, Full, Waning) – Represents the triple goddess and the phases of magick.
• Yin-Yang – Balancing opposing energies, duality, and harmony.
• Infinity Symbol (∞) – Represents limitless potential and eternal cycles.
• Spiral (Sacred Geometry) – Represents cosmic forces, spiritual growth, and energy flow.
• Alchemical Symbols – Such as Sulfur (fire), Mercury (transformation), and Salt (earthly existence).
• The Sigil – A personal or created magical symbol for manifesting desires.
• The Triskelion (Triple Spiral) – A Celtic symbol of motion, progress, and spiritual evolution.
Death & Afterlife Symbols:
• The Scythe – Symbol of death, transformation, and the cycle of life.
• Anubis (Jackal-Headed Deity) – Egyptian guide of the dead and protector of souls.
• Raven & Crow – Messengers of the spirit world, associated with death and prophecy.
• The Skull – Represents mortality, spiritual protection, and wisdom.
• The Black Rose – A symbol of endings, transformation, and mourning.

Storing & Carrying Magick Charms
Proper storage keeps charms energetically charged and ready for use. Here are some ideas for how to store your charms:
• Charm Bracelet – Wear daily for constant energy.
• Key Ring – Carry for protection, luck, or travel safety.
• Necklace or Amulet Pouch – Close to the heart for emotional or psychic work.
• Pocket Charm Bag – Small pouches with multiple charms inside.
• Altar Bowl or Plate – Keeps charms cleansed and charged.
• Wooden Box – A sacred space for unused or rotating charms.
• Glass Jars – Store charms by category (protection, love, luck).
• Hanging Charms – Over doorways, windows, or in cars for protection.
Activating & Charging Your Charms
Once stored, activate your charms to align them with your energy and purpose. Here are some methods for charging charms:
• Full Moon Light – Best for charms related to psychic abilities, intuition, and love.
• Sunlight – Increases vitality, confidence, and empowerment.
• Fire Energy – Hold over a candle flame to strengthen power (use fire-safe materials).
• Earth Energy – Bury in soil or place on a crystal for grounding.
• Anointing Oils – Rub with essential oils that match the intention (e.g., rose oil for love, peppermint for clarity).
• Breath & Spoken Word – Whisper affirmations or spells into the charm.
Example Activation Spell:
"By earth, air, fire, and sea,
A charm of power this shall be.
Blessed with magic, strong and bright,
Guided by love, luck, and light."
Using Magick Charms in Witchcraft
Protection Magick:
• Wear as Jewelry – Carry protective charms like pentacles, hamsas, or evil eye symbols as rings, necklaces, or bracelets.
• Hang Above Doorways – Place charms like iron horseshoes, pentagrams, witch bells, or bindrunes on doors to keep negative energy away.
• Pocket or Pouch Carrying – Keep a small charm (such as a rune, hexagram, or protective sigil) in your pocket or mojo bag.
• Car Charm for Safe Travel – Hang protective symbols like an Eye of Horus, hag stone, or hamsa in your car.
• Candle Spell with Protective Symbols – Carve protective sigils or runes onto candles and burn them for shielding energy.
Love & Attraction Magick:
• Charm Bags for Love – Create a sachet filled with rose petals, cinnamon, and love-drawing charms to carry with you.
• Embedding in Jewelry – Enchant a piece of jewelry with attraction energy and wear it to enhance romantic appeal.
• Love Candles – Use pink or red candles and tie love charms to them for love spells.
• Bath Ritual with Love Charms – Place rose quartz or heart charms in bathwater to charge yourself with loving energy.
• Knot Magick with Charms – Tie a ribbon around a love-attracting charm while focusing on your desire.

Prosperity & Success Magick:
• Prosperity Jar – Fill a jar with green aventurine, bay leaves, wealth charms and coins to attract wealth.
• Keep Money-Drawing Charms in Wallet – Carry a citrine crystal, Chinese coin, or prosperity sigil inside your wallet.
• Tie Wealth Symbols to Candles – Use green or gold candles and adorn them with symbols for financial success.
• Charm Your Work Desk – Place a charged prosperity charm on your workspace to attract career success.
• Bury a Charm for Long-Term Growth – Plant a coin or lucky charm in the soil with a new plant to manifest sustained wealth.
Healing & Well-being Magick:
• Crystal Healing Charms – Wear or carry stones like amethyst, jade, or lapis lazuli for mental and physical healing.
• Drink Infused Herbal Water – Charge a charm with healing energy and place it beside a cup of herbal tea.
• Create a Healing Amulet – Anoint a small token with essential oils like lavender or rosemary and carry it for health.
• Under-Pillow Charms for Rest – Place a dream charm or amethyst under your pillow to promote restful sleep.
Divination & Psychic Enhancement:
• Pendulum Work – Use a small charm as a pendulum for dowsing and spiritual guidance.
• Charms with Tarot Cards – Keep psychic-enhancing charms with your tarot deck for clearer readings.
• Crystal Ball or Scrying Mirror with Charms – Keep a pentagram, labradorite, or a third-eye charm near scrying tools.
• Create an Intuition Talisman – Carry a charm or rune (such as Algiz or Ansuz) to strengthen intuition.
• Anointing the Third Eye – Use a charm to draw anointing oil onto the third eye for spiritual awareness.
Spirit Communication & Ancestral Work:
• Ancestral Altar Offerings – Place a charm representing your ancestors on your altar to honor and connect with them.
• Use Spirit Keys – Enchant an old key as a tool to unlock communication with spirits.
• Bone or Shell Divination – Keep a charm or marked bones for spirit-based divination.
• Spirit Sigils - Use name sigils or symbols of spirits to connect with them.
• Carve Names on Candles – Inscribe an ancestor’s name on a candle along with a symbolic charm for guidance.
• Use a Spirit Bottle – Fill a small bottle with herbs, salt, and charms to aid in contacting spirits.
Shadow Work & Personal Growth:
• Shadow Work Charm Pouch – Keep black tourmaline or obsidian, a moon, a skull, etc. charm in it for deep introspection.
• Mirror Work – Put a shadow work charm on a mirror and use it for self-reflection rituals.
• Create a Personal Power Amulet – Enchant an item with affirmations for self-empowerment.
Warding & Banishing Negativity:
• Black Salt & Charm Mix – Combine black salt with a protective charm and sprinkle it around your home.
• Smoke Cleansing with Charms – Pass a protective charm through incense smoke to empower it.
• Candle Banishing Ritual – Carve a banishing sigil onto a black candle and burn it while focusing on removing negativity.
• Mirror Magick for Reflection & Deflection – Charge a small mirror charm to send negativity back to its source.
Elemental Magick Uses:
• Earth Charms – Bury a stone charm in soil to manifest long-term goals.
• Air Charms – Hang charms in trees or use feathers to enhance communication and wisdom.
• Fire Charms – Burn symbols in fire to release intentions or perform fire scrying.
• Water Charms – Place charms in a bowl of water under the moonlight for cleansing and intuition.
Dream Magick & Astral Travel:
• Dream Charm Under Pillow – Use an amethyst, moonstone, or dreamcatcher to encourage prophetic dreams.
• Charm on Bed Frame – Put a charm under your bed or mattress to enhance dream recall and astral travel.
• Silver Cord Charm – Carry or wear a silver cord for protection during astral projection.
• Anointing with Mugwort Oil – Use mugwort-infused oil on a charm to enhance dream visions.
Retiring or Disposing of Old Charms
If a charm loses its energy, becomes damaged, or is no longer needed:
• Bury It – Returns energy to the earth.
• Burn It – Safely burn wooden or biodegradable charms.
• Release It into Water – If eco-friendly (e.g., shells, stones).
• Gift It – Pass it to someone who may need its magic.

Magick charms are versatile, powerful tools that enhance spells, offer protection, and bring luck. Whether worn, carried, or placed in a sacred space, they infuse your life with magick while keeping your intentions aligned.
#charms#Charm#symbols#pendant#keycharm#keychain#witch#magick#witchblr#witch community#eclectic witch#eclectic#pagan#enchanted#enchantment#protection#wealth#Luck#spiritual#psychic#power#spirit#spirit work#spellwork#spellcasting#spell#talisman#amulet#symbology#witchcraft
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Hey! Could you write something about jealous Gale, Wyll and Astarion, please? 💕 (Thank you!!)
jealous jealous boyyyyyyy I loved this so muchhhhhhh jealous prompts just make my brain go brrrrrr
Gale:
You had always admired Gale's prowess with magic. His spells were elegant, his incantations precise. Yet, on this particular day, as you walked through the bustling streets of Baldur's Gate, a different mage approached you, offering to teach you a new spell.
"Allow me," the mage said smoothly, his eyes lingering on you with more interest than was purely professional.
You hesitated, intrigued by the promise of new knowledge. Gale, walking beside you, stiffened noticeably. His jaw clenched as he watched the mage perform a simple cantrip, showing off a minor illusion with a flourish.
After the mage walked away, leaving you with a scroll and a promise to meet again, Gale turned to you, his eyes dark with barely restrained jealousy. "Why would you need someone else to teach you magic?" he asked, his voice tight.
You raised an eyebrow, a playful smile tugging at your lips as you tucked the scroll into your pack. "Gale, my love, are you jealous?"
"Of course not. It's just… I know your capabilities and it’s insulting to see someone else presume to teach you as if you were an amateur." He huffed, crossing his arms defensively. You stepped closer to him, placing a hand on his arm.
"You know you're the only teacher I could ever have," you said softly, looking up into his eyes. You smiled again and pressed a kiss to his cheek, moving to hover over his ear. "Your lessons are much more intimate and attentive."
His tense posture relaxed slightly, a small, satisfied smile playing at the corners of his mouth as a small blush bloomed across his cheeks.
"Very well, then," he said, his tone warming as he pulled you to his side, a hand snaking around your waist, "I have a few new spells in mind that I think you’ll find quite invigorating"
Wyll:
The vibrant melodies of a bard's lute filled the air as you walked through the marketplace. The bard's eyes lit up when he saw you, and he began to serenade you with a heartfelt tune. Before you knew it, he extended his hand, inviting you to dance.
Wyll, ever the gentleman, stood nearby, his eyes narrowing slightly as he watched the bard's antics. The bard spun you around gracefully, and for a moment, you were caught up in the music and the joy of the dance. But just as the bard pulled you closer, Wyll stepped in, intercepting the dance with a fluid, graceful motion.
"May I cut in?" Wyll asked, his voice polite but firm, not waiting for an answer as he took your hand and led you away from the bard.
You smiled up at him, amused by the possessive edge in his movements. "Wyll, are you jealous?"
He chuckled softly, shaking his head. "Jealous? No, no. Gentlemen don't get jealous."
You pretended to believe him, nodding solemnly. "Of course, how silly of me. I'm glad I have such a composed and unaffected partner."
Wyll smiled, spinning you around before pulling you close again. "Just remember who your real dance partner is," he murmured, his voice low and full of meaning.
You smiled again and pressed a kiss to his lips, but to your surprise he dipped you over his leg and deepened it. Kissing you passionately before lifting you back up. You giggled and pressed your face to his chest in slight embarrassment, trying to hide your rosy red cheeks. He laughed and put a hand on your back, definitely not sending a glare to the bard who had seen the whole thing.
Astarion:
Astarion had always been charmingly possessive, but today his jealousy was more biting. As you spoke with an attractive merchant, Astarion's eyes darkened with jealousy. Later, when you returned to him, he greeted you with a cold, cutting remark.
"Enjoying your time with every attractive stranger who crosses your path?" he sneered, his eyes flashing with a mix of hurt and anger. "Or are we just so deperate for attention that we will take any measly means of it."
You bristled at his tone, your own temper flaring. He had been acting like this all afternoon and you had had enough. "What is your problem, Astarion? Why are you being so foul?"
Instead of answering, he turned away, his shoulders tense. You threw your hands up in the air in frustration and stormed off, your heart heavy with hurt. You walked a few metres outside of camp, Scratch diligently following you, and sat on a fallen tree. Scratch put his head in your lap as you stroked him for comfort.
It wasn't long before you heard footsteps behind you. Astarion appeared, his usual confident demeanor replaced with a look of remorse. Scratch let out a low growl, the dog being rather attached to you and sensing how this was going to play out.
You didn't look at him, just remained petting Scratch and looking out into the forest. "What do you want Astarion, or are you just here to shame me some more?"
"I'm sorry," he said softly, his voice lacking its usual sharpness and trembled with an emotion he was unfamiliar with - guilt? Shame? "I was out of line."
You stopped petting Scratch and turned to him, your eyes searching his. He looked downtrodden and overall quite pathetic, his usual bravado nowhere to be seen. "Why do you do this, Astarion? Why do you push me away when you're jealous?"
He sighed, running a hand through his hair and he walked to you, dropping to his knees. Scratch eyed him with slight irritation as he pushed him out of his spot, but he soon became distracted by a squirrel that ran across the path and he left the two of you to it.
"It's because I care about you more than I care to admit. The thought of losing you to someone else.... it.. it.. terrifies me. Please, I can't lose you" Astarion begged, as he held your hands in your lap, looking up at you with wet red eyes.
You softened, leaning towards him, brushing a strand of his pale curled locks behind his ear. "You won't lose me, Astarion. But you need to trust me."
He nodded, resting his head in your lap. "I know. I promise I'll try to be better. Just… don't ever leave me."
You combed your fingers through his hair, a small smile on your lips as you felt the sincerity in his words. "I won't. Not ever."
my hands slipped and I accidentally made Astarion's a bit angsty - or should I say Ass-starion, am I right.?... I'll leave now.. - Seluney xoxox
#bg3#bg3 tav#baldurs gate 3#baldurs gate tav#baldurs gate iii#astarion#astarion ancunin#astarion baldurs gate#baldurs gate astarion#astarion bg3#astarion x reader#astarion x tav#astarion x reader angst#astarion angst#jealous astarion#spawn astarion x reader#spawn astarion#baldurs gate gale#gale dekarios x reader#gale dekarios#gale of waterdeep#bg3 gale#gale x reader jealous#jealous gale dekarios#gale dekarios x tav#wyll x reader#wyll bg3#wyll ravengard#wyll#bg3 wyll
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Merry Christmas Eve my friends ✨🎄 📚❄️
#noahs book recs#indie books#queer books#fantasy author#fantasy book#the ruin of kings#merchants of knowledge and magic#the lost future of pepperharrow#for the wolf#an accident of stars#the hobbit#the return of the king#book stack
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the splendours of waterdeep
Gale: I hail from Waterdeep, the City of Splendours.
we've all heard gale introduce himself and there's a certain pride that colours his voice. but what exactly are waterdeep's splendours?
1. general noteworthy things about waterdeep
i) waterdeep is one of the cleanest cities in the realms
this is not only achieved by having many of waterdeep's buildings and facilities connected to a sewer system, but also through waterdeep's dungsweeper's guild. the members of the guild make their rounds through the city, sweeping streets, collecting trash, litter and refuse.
this service is paid for by taxes.
ii) waterdeep's water system
waterdeep boasts an extensive water system that enables the city to have free access to clean water. this free access comes in many forms: fountains, wells and bath houses. some establishment even have their own access to fresh water in form of tap water "with the turn of a knob", as volo puts it in his chapbook about the city.
iii) waterdeep, city of light
waterdeep possesses many signs and street lamps that are lit with continual flame spells:
hundreds of driftglobes also illuminate the city each night:
A driftglobe was a small glass orb that magically floated in the air and emitted light.
in addition to these magical means, so called lamplighters keep the streets lit - with the exception of the field ward and more dangerous areas of the dock ward.
iv) waterdeep and literacy
waterdeep is one of the most literate cities in the realms.
the font of knowledge is a temple to oghma, god of the domain of knowledge, in waterdeep. priests of oghma "valued, preserved, shared, sought, created, or uncovered knowledge and learning. [x]" the priests there offer free instructions and lessons in reading to everyone. the temple has a library, known as "the great library".
the city has many publishing houses and printing presses. books and chapbooks (short books containing various topics from memoirs to romances, politics, etc.) are popular, as are small and large paper advertisements that dot the streets and alleys. broadsheets are popular too in the city:
A broadsheet, also known as a short scroll, was a short, printed document which usually contained tabloid-style news or political rants. They were common in Waterdeep, where they were sold by broadcriers on the main streets.
some of these broadsheets popular in waterdeep are [x]:
The Vigilant Citizen, which was one of the most reputable broadsheets in the city.
The Blue Unicorn, which reported paranormal events such as haunted mansions or undead hiding among the nobility.
The Daily Luck, a sheet aimed at gamblers.
Horkle's Gossip Cauldron, whose style of writing was said to be profane and blunt to the point of rudeness.
The Mocking Minstrel, one of the most read broadsheets in the city, known for its caustic and sarcastic tone.
The North Wind, which focused on nobility gossip and fashion.
The Merchant's Friend
Halivar's Broadsheet
restaurants and other establishments in waterdeep often have printed menus that are placed outside, as well as handed out to those who choose to eat there.
2. the griffon cavalry
"Waterdeep doesn’t have the fabled flying ships of Halruaa, but it does deploy an aerial defense force. Brave warriors of the City Guard light out from the Peaktop Aerie atop Mount Waterdeep, riding fearsome griffons that have been bred and trained for that purpose. Each of the riders is equipped with a ring of feather falling — not merely to prevent death from mishap, but to allow them to perform stunning feats of aerial acrobatics. In both martial displays and in real battles against flying threats such as manticores, harpies, and outlaw wizards, the griffon riders actually leap off their mounts into the open air! For a breath-stealing moment, they fall like stones, closing in on their targets at incredible speed. Their opponents rarely see the griffon riders. When they are past the danger, the free-falling riders then suddenly halt in the air, drifting like feathers until their griffon companions swoop in and they regain their saddles. Working in concert with one another in this fashion, members of the Griffon Cavalry can rapidly eliminate any threat to the city — and even catch the body of the offender before it hits the rooftops below. Riders of the Griffon Cavalry are trained to stay above the rooftops, not because they fear crashing into towers and weather vanes, but because the smell of so much horseflesh in the streets below can sometimes drive their griffons into a frenzy."
[from: volo's waterdeep enchiridion]
3. the walking statues
"Over a century ago, just one of these eight behemoth statues stood visible at the northern foot of Mount Waterdeep, on a bluff called Gull Leap. Ninety feet tall, it resembled a bald human staring out to sea. Later events (discussed below) caused it to be transformed into the statue known today as the Sahuagin Humbled. When the Spellplague gripped Waterdeep in 1385 DR, six more walking statues suddenly appeared in the city, wandering to wreak havoc even as the Sahuagin Humbled remained motionless. The authorities and citizens of Waterdeep succeeded in stopping three of these new statues, breaking the Swordmaiden and the Hawk Man, and sinking the God Catcher into the street up to its waist. Then all the statues mysteriously stopped their rampage just as quickly as they had begun it. Tsarra Chaadren, the Blackstaff at the time, couldn’t command them to return to their former hiding places on the Ethereal Plane. Consequently, the city repaired itself and built up around them. Much later, in 1479 DR, the eighth statue — the Griffon — merged from the Ethereal Plane to defend Ahghairon’s Tower against intrusion. It roosted there for a time before flying to its current position near Peaktop Aerie on Mount Waterdeep. Once more, this activity seemed to be outside the Blackstaff’s control. Thankfully, all the walking statues have been dormant for well over a decade now, serving only as beautiful, cyclopean reminders of Waterdeep’s might."
[from: volo's waterdeep enchiridion]
the walking statues are:
the god catcher
the griffon
the sahuagin humbled
the great drunkard
the lady dreaming
the honorable knight
the hawk man
the sword maiden
below you'll find more lore and backstory about these walking statues of waterdeep:
[from: volo's waterdeep enchiridion]
edited to improve format and added text descriptions of the statues for easier reading:
the great drunkard
This walking statue stopped its rampage as it approached the Market, then fell backward and sat upon a building. When it settled, its arms fell limp at its sides and its head tilted forward onto its chest, giving the impression that it had fallen asleep. The statue’s huge stone battleaxe still stands nearby, its haft angled upright and its blade half buried in the cobbles. The rubble of the crushed building was long ago rebuilt into a broad stone stair (with railings and a ramp that drunkards are often rolled down) that ascends from the cobbles to the statue’s lap. That lap now holds a two-story tavern also built from the rubble, called Gralkyn’s Tankard. The unconscious pose of the statue and the tavern in its lap made the name of the Great Drunkard a natural fit.
the god catcher
This is perhaps the most famous walking statue in the city, thanks to its dramatic pose, its nearness to the Market, and the self-evident magic of its existence. The statue is of a well-muscled but impassive male human with its left leg sunk to the hip in the street, the result of a spell cast by the Blackstaff at the time of its rampage. Its left hand and right foot press against the ground as if it is trying to pull itself out. Its right arm is raised skyward, and above its open palm floats a sphere of stone. Its gaze looks up toward the sphere, and the pattern of bird droppings around its eyes gives it the appearance of weeping. All about the statue, climbing up its chest and on its knee and shoulders, is a tenement that carries the name “the God Catcher.” The tenement’s landlord is Aundra Blackcloak, an unsociable sorcerer who is rarely seen in the city except when she alights from the door carved in the floating sphere, which serves as her home. On the rare occasions when she wants to meet with city folk (typically to purchase odd substances for magical purposes), she appears unannounced on balconies or rooftops after dark. Her dealings are polite, though, and she pays fair coin. She never confides in anyone or talks about her own doings — and if anyone but she has ever seen the inside of her spherical home, they’ve said nothing publicly about it.
the griffon
The walking statue called the Griffon is shaped like the beast for which it is named. Though it stands on all four legs, its back is fully twenty feet off the ground, making it a mount fit for a storm giant. Although it has shown itself to be capable of flight, with the granite feathers of its wings spreading like a bird’s, the Griffon now merely stands in a regal pose near Peaktop Aerie atop Mount Waterdeep, looking to the southeast over the Dock Ward. Newcomers sometimes assume it to be a monument to Waterdeep’s Griffon Cavalry, but Waterdavians know better.
the sahuagin humbled
For years, the only visible walking statue of Waterdeep was known simply as “the walking statue.” It stood at the foot of Mount Waterdeep near the head of Julthoon Street. Then, after its critical role in defending the city against an invasion of sahuagin in 1370 DR, Khelben Blackstaff reshaped the statue into a sahuagin. It now bows low toward the House of Heroes on bended knee — a gesture of obeisance to the city, and an acknowledgment of the sacrifice of all who fought for the city in that war.
the lady dreaming
This fair lady caused much chaos when she was active. The statue has the appearance of a female elf, whose hair and clothing appeared to flow naturally as it walked through the city during the Spellplague. When the walking statues stopped, this one toppled onto its side, taking on the appearance of a titanic sculpture of a noble lady asleep in her garden.
the honorable knight
The Honorable Knight is a statue of a male warrior in plate armor with a shield and longsword. When the walking statues stopped, it bowed to those opposing it, straightened, sheathed its sword, and doffed its shield, setting it point down on the ground and upright by its side. It then ceased motion in this position, facing southwest toward the harbor, and looking for all the world like a castle guard standing at ease. The pose it assumed led to its naming, and it is viewed with respect by the citizens of the southerly wards.
the hawk man
This statue looks like a winged, hawk-headed being, and thus locals call it the Hawk Man. I can reveal that in fact it bears much resemblance to an aarakocra, one of the bird-people said to live in the Star Mounts in the High Forest. The statue’s wings are folded tightly against its back and have never unfurled, leaving its flight capability uncertain. It was brought low during its rampage across the city, and now it tilts decidedly toward the northeast due to a missing right foot — long ago broken up for building rubble, along with its right arm. Its left arm is extended out toward the north, palm forward as if in a gesture to say, “Stop.” The body has been hollowed out and turned into a tower shared by several wealthy tenants, which is officially known as Sparaunt Tower after its owner. The statue’s left hand extends over a courtyard to the north, wherein lies the entrance of a tunnel carved through the arm. Visitors and residents can ring a bell in the courtyard, whereupon a door guard acknowledges the ringer and lowers a rope ladder for tenants and expected guests (or a rope chair that is drawn up for guests who are infirm or laden with heavy items).
the sword maiden
This statue appears virtually identical to the Honorable Knight, except for its female form and open-faced helm. It was felled during the Spellplague after causing much chaos and slaughter. The residents of Waterdeep’s North Ward funneled much of their frustrated and dismayed reaction to its rampage into dismantling the statue, parts of which can now be found all over the North Ward, either incorporated into buildings or as bits of freestanding sculpture. The head of the Swordmaiden sits in a stand of tall trees in the center of the block of the North Ward bounded by Hassantyr’s Street, Tarsar’s Street, Whaelgond Way, and Ussilbran Street. The center of its jaw and mouth have been replaced by a door, which leads into the shop known as Thort’s Findings. Undevvur Thort is a wizened ex-adventurer who leans on a cane (which some locals insist is more than just a cane). He lives in the small shop, whose many levels, staircases, and landings fill the hollowed-out interior of the head, and which is crammed with oddments sold to Thort by adventurers and other travelers. These items bear little placards in Thort’s beautiful, flowing handwriting that identify them (or at least provide speculation as to their origin and purpose). Nobles and wealthy merchants who desire props for themed revels often rent some of Thort’s wares as decoration — and many sages, alchemists, and wizards visit him regularly in search of potentially useful items.
#gale dekarios#gale of waterdeep#waterdeep#baldur's gate 3#bg3#baldurs gate 3#bg3 meta#ch: gale dekarios#vg: baldur's gate 3#series: baldur's gate#meta: mybg3#misc: reference#for all your waterdhavian lore needs
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the recent hsr trailblazer quest is so peak i actually cried, especially for anaxa my baby. Can i request anaxa with a sister who's also a chrysos heir albeit shyer than him
From the Shadow of the Current
Having lost everything to the Dark Current, Anaxa found what he had long ceased to believe in — a kindred spirit returned from the darkness.

Years later, the Grove of Muses still hummed with life: the voices of students, the rustling of ancient pages, the unseen pulse of magic and knowledge. Anaxa remained the same — detached, as if polished by time and the pain he had endured. He stood out among his generation, yet kept to himself, immersed in his own thoughts.
He did not believe in the Titans. The death of his parents was the first unhealed wound of young Anaxa. The loss of his sister had burned him out from the inside.
He remembered her warmth. How she, smelling of fresh bread and lavender, carefully wrapped his drawings in soft cloth and placed them in his bag. How she stubbornly bargained with merchants, saving every coin for his reagents. How she would gather her hair in a simple knot at the back of her head and purse her lips, counting the money to ensure it was enough for his passage by caravan to the Grove.
He had vowed to return. And then… the Dark Current. A black vortex that swallowed their village. He fought his way through the chaos, only to see smoking ruins. His older sister lay in the very center, a fragment of his letter clutched in her hand.
He buried her himself. Without tears, without a single word. Then he swore to himself never to turn to the Titans again.
Years passed.
He became a Chrysos Heir. A master of his craft, whose research and knowledge inspired both admiration and awe. The wise whispered: "Talent. Abyss. Blasphemer. Sorcerer." But behind all these words, there was a void, like an empty chair in his life. No one suspected that he had lost not only his family. He had lost his faith, his childhood, his ability to feel warmth.
And then one day…
The day was no different from any other. Anaxa walked through the gallery, heading to a lecture. Suddenly… he felt something strange. A slight tremor in the air. An inner premonition. Like a faint scent, subtly reminiscent of home.
He turned around.
A girl. Short, fragile, with eyes the color of a scarlet rose. Her hair, like his, was braided in an unusual style. He would have passed her by if not for her gaze. She looked directly at him, and in that gaze, there was too much.
"Anaxagoras?" a quiet, trembling voice sounded, as if on the verge of sleep and reality.
He froze.
No. This couldn't be.
"Anaxagoras… is it really you?"
He slowly approached, not believing his eyes. He dared not believe. But her eyes… he had only seen that look in the mirror.
"Sister…?"
And then she wept.
He was lost. Emotions were alien to him. He could not have imagined that he was capable of feeling so intensely again. He cautiously embraced her, as if afraid she was just a ghost.
"You…" he breathed. "You were dead."
"I should have been," she replied softly. "But they found me. A kind man led me out of the swamps. I was sick for a long time… then I studied. I wanted to find you. But… I was afraid. What if you wouldn't forgive me?"
"Forgive?" Anaxa recoiled as if struck. "You… you're alive. That's all I've ever wanted."
She smiled through her tears. Her face, though older, retained its former softness. There was none of the darkness in her that had accumulated in him over the years.
"I am a Chrysos Heir, Anaxagoras. Just like you. I have read your works. I… I am proud of you."
He turned away. His chest felt so tight that it was difficult to breathe.
"Do I deserve such honor? A blasphemer, a sorcerer, who does not revere the Titans and questions the Prophecy…?"
"You deserve it," she said gently. "It is people like you who achieve true success. And I know you will achieve much."
She was different. Bright. Kind. Intelligent, but without a hint of arrogance. The person he might have become… if not for the losses.
And now they were together again.
He introduced her to the professors and watched as she surprised even those who were accustomed to genius. He heard her quiet voice captivate the audience. He began leaving books and manuscripts on her desk in the library again. And she — bringing him tea, which he constantly forgot.
They needed no explanations. They sought no forgiveness. They simply began to live anew — as brother and sister. Not broken, not lost, but survivors. Two Chrysos Heir. So different, yet complete in their own way.
For the first time in many years, Anaxa allowed himself to wonder:
Perhaps the Titans were not so silent after all. Perhaps he had been wrong.
But he still did not pray.
He simply sat beside his sister in the shade of the Grove of Muses, listening as she read an ancient text aloud.
And for the first time in a long time… he felt peace.
#honkai star rail x reader#hsr x reader#honkai star rail#hsr#honkai star rail anaxa#anaxagoras#anaxa x reader#anaxa
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Hello, everyone!
Sometimes while traveling, a market appears out of nowhere. But this is no ordinary market, for the merchants carry all sorts of magical baubles and potions.
But the market is not limited to buying and selling magical products and concoctions. The weary adventurer can also rest and enjoy a good meal after their thrilling adventures.
The creature tokens for this map are an Errant Human Merchant, a Grisly Demon and a Knowledgeable Dragonkin Merchant. Emerald tier gets the Errant Human Merchant while Diamond tier gets all three. In addition, Sapphire tier gets extra creature token variants.
You can see a preview of all of this map’s Patreon content here.
Thank you very much for taking a look and be sure to check out my Patreon where you can pledge for gridless version, alternate map versions as well as the tokens pertaining to this map.
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Yuu as quetzalcoatl plssss
Sure, I've been wanting to do a Quetzalcoatl Yuu for so long but I've forgotten about it due to doing yōkai!yuu, anyway ask and you shall receive
𝐖𝐇𝐀𝐓 𝐈𝐅 𝐘𝐔𝐔 𝐈𝐒 𝐀 𝐐𝐔𝐄𝐓𝐙𝐀𝐋𝐂𝐎𝐀𝐓𝐋 🐲🍃

Quetzalcoatl (/ˌkɛtsəlkoʊˈætəl ) (Nahuatl: "Feathered Serpent") is a deity in Aztec culture and literature. Among the Aztecs, he was related to wind, Venus, Sun, merchants, arts, crafts, knowledge, and learning. He was also the patron god of the Aztec priesthood.[5] He was one of several important gods in the Aztec pantheon, along with the gods Tlaloc, Tezcatlipoca and Huitzilopochtli. The two other gods represented by the planet Venus are Tlaloc (ally and the god of rain) and Xolotl (psychopomp and its twin).
Quetzalcoatl!yuu is the reincarnation of the now dead Aztec and Mayan creator god Quetzalcoatl. After they committed a sin, they were punished by having their title of god stripped from them and rebirth into a dragon.
Quetzalcoatl!Yuu often find solace in being outdoors, especially in open spaces where the wind can freely blow. They love high places, like cliffs or tall towers, where they can feel close to the sky. Sometimes, they take Grim with them, using their wind magic to let him "fly" safely alongside them, which Grim secretly enjoys despite pretending to be unamused.
Much like Quetzalcoatl’s association with nature, animals, especially birds, seem naturally drawn to Quetzalcoatl!yuu It’s not unusual for them to be surrounded by birds when outside, much to Grim’s annoyance as he feels like he’s being ignored. They, however, loves the company of animals and often feeds them small snacks during breaks.
Originally students believed they were a beast man of bird descendants due to them showing their wings of. And was shocked that the fact they are a dragon.
Pretty free spirited, and carefree, you can find them on a branch of a tree enjoying the sunlight.
Quetzalcoatl!Yuu has a habit of performing small rituals or prayers to honor the elements they’re connected to, particularly the sun and rain. On sunny days, they’ll raise their hands to the sky, thanking the sun for its warmth. On rainy days, they’ll quietly hum a song of gratitude for the water that nourishes the earth. Some students think these habits are a bit strange, but those close to Quetzalcoatl!Yuu find it peaceful and respectful.
Lilia has heard about their legend during the time of his youth, during their first upon meeting he introduced himself as well calling them by their old title during their time as a god before their exile to live amongst humans.
A thousand years ago the god Quetzalcoatl commited a sin and their title of god was taken away from them, as their punishment is to be reborn and memory of their divinity to be erased, and is to be reborn to live amongst in the human realm without recalling their former life. Quetzalcoatl was their old name before exile and after their rebirth to be a dragon they were given a new name the one they used today. They were reborn with a new name without a single memory of their former incarnation. But their former ability and specks of the divinity are still inside. Their former self is gone
A natural magic user, but their affinity is usually wind magic, Quetzalcoatl!Yuu can levitate and glide through the air effortlessly. They sometimes use this ability to sneak into hard-to-reach places, or to get a bird’s-eye view of events around the campus. They use ancient wind magic which is more powerful than modern magic it's capable of making tornados, weather,etc.
During moments of danger, especially in fights or magical conflicts, Quetzalcoatl!Yuu instinctively summons powerful winds to shield their friends. This defensive ability has saved Grim and others on several occasions. The wind itself seems to respond to their emotions, swirling more violently when they’re upset or determined to protect someone.
Quetzalcoatl Yuu might be skilled in healing magic, capable of soothing injuries and illnesses, bringing balance and renewal to those around them.
Their uniforms have some feathers elements to reflect on their ability to fly as well their ability of the wind. As well a connection towards their dragon form.
Adopted multiple pets during the course of their lifetime. Their current familiar is a serpent-like familiar, symbolizing their connection to their dragon form as well as their previous life, which assists them in both combat and everyday tasks, often offering advice or helping with spells.
Quetzalcoatl!Yuu and Riddle’s relationship is one of mutual respect, but it can be tense at times. While Riddle appreciates their wisdom, he sometimes struggles with their laid-back approach to discipline, on the other hand,they understands Riddle’s need for order but tries to show him the importance of flexibility and kindness.
They are fascinated by wind chimes and often keeps several handmade ones around their dorm room. These chimes are decorated with vibrant feathers that represent their connection to their divinity. The gentle sound of the wind blowing through the chimes is incredibly calming, and many of the other students come to their room to relax when they’re feeling stressed.
Their dragon form would likely be massive, stretching around 50-60 feet ( 50-100 meters) in length, with a wingspan of about 70-80 feet (21-24 meters). This would make them one of the larger and more imposing beings in Twisted Wonderland, though their graceful, feathered appearance softens some of the intimidation. Their size reflects their ancient, powerful nature while still allowing them to move with elegance. ( By far Quetzalcoatl!yuu dragon form is much more massive than the other dragons in twst as well other dragon!yuu )
Instead of traditional scales, their body would be covered in vibrant, colorful feathers, especially around the neck, tail, and wings. These feathers would shimmer in hues of green, gold, turquoise, and red, mimicking the colors often associated with Quetzalcoatl in mythology.
Quetzalcoatl!Yuu’s dragon form would have a long, serpentine body, making them appear more fluid and flexible in the air. Their movements would be smooth and graceful, often gliding through the sky as if swimming through water, reflecting their deep connection to the wind.
Their large, feathered wings would be majestic and powerful, capable of summoning strong gusts of wind. These wings would allow them to travel quickly across the skies, with feathers that rustle gently even when they’re stationary, as though always in tune with the wind.
Despite their massive size, Quetzalcoatl!Yuu is incredibly graceful in dragon form, often flying above Night Raven College at night, watching over the students. They use their wind magic to remain silent, so only those who are extremely perceptive, like Lilia or Leona, may notice the gentle breeze signaling their protective presence in the sky.
And this is how malleus managed to find out about another dragon in NRC, he was walking around at night and filling a gust of wind. He looked up and saw Quetzalcoatl!yuu dragon form floating in the sky and the moon shines to reveal their body is filled with beautiful feathers, this leaves him awestruck.
It’s said that if someone is ever gifted one of Quetzalcoatl's!Yuu feathers from their dragon form, it brings luck and protection. These feathers, which fall naturally from their wings during flight, are often picked up by students who believe in the legend. However, Quetzalcoatl's! Yuu only intentionally gifts feathers to those they feel deserve a special blessing, making it a rare and meaningful gesture.
Quetzalcoatl!Yuu avoids using their full strength unless absolutely necessary. Though they are capable of summoning massive storms or devastating winds, they believe in resolving conflicts peacefully. Their dragon form is rarely used for combat, but when they do fight, their power is awe-inspiring, capable of knocking back even the strongest opponents with a single flap of their wings.
When Yuu transforms, all manner of birds and animals are drawn to their dragon form. Birds will often circle them, and even creatures on the ground feel a sense of calm in their presence. It’s as if nature itself recognizes the majesty of their former divinity within them and shows respect by gathering around them in harmony.
#not canon#twisted wonderland#twst headcanons#twst scenario#disney twst#twisted wonderland yuu au#twst mc#twst wonderland#twst x reader#twst yuu au#Quetzalcoatl#Quetzalcoatl!yuu#malleus x reader
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Homebrew Horror: Gremlin, Firgor

(Art by Wayworncrow!)
There are only a handful of items more useful to an adventuring party than Bags of Holding, items so valuable that few adventurers--even ones which tend to travel on their own--would live without for more than a few weeks into their careers for fear of traveling unprepared, or for fear of being forced to leave loot behind. Whenever the opportunity to obtain one arises, most would jump at the chance! And who wouldn't? You never have to worry about encumbrance again with one! The money you'd save hiring carts is astronomical! Unfortunately, nothing so convenient could exist without the whims of some fiend or Fey attempting to make a mockery of it, and these creatures are proof of it.
Without a need for air and having the ability to turn invisible on a whim, Firgor spend the entirety of their lives nesting within Bags of Holding and other extradimensional storage spaces like them, sustained partially by whatever morsels they can rake into their lairs with their long, rubbery arms, and mostly by "sacrifices" delivered right to them by unwitting explorers, adventurers, and merchants. Hidden by ramshackle suits of camouflage built from whatever knickknacks the bag's owner hoards, an unwitting victim may 'host' a Firgor for months or even years without realizing it's even there, and all the while the gremlin wreaks small but meaningful amounts of havoc on their lives.
No one is entirely sure when the first of these strange, alien-looking gremlins began to manifest across the world, and it's entirely by their own design. Firgor possess a small but potent number of psychic abilities granted to them by their unusual nature, chief among them the ability to simply force others to forget their presence. Any creature not looking directly at a Firgor tends to swiftly forget they ever saw it, and any item rendered invisible by the gremlin's spellwork is similarly forgotten until the gremlin decides to give its new 'toy' back for one reason or another. As Firgor age, they gradually leech magical power from the countless items introduced to their homes and gain magical powers of their own, culminating in the awakening of more powerful psychic abilities, such as the ability to temporarily seal away a victim's knowledge and skills. This intangible theft is the ultimate goal of all Firgor, who draw immense joy (and perhaps even psychic sustenance) from the chaos which erupts when someone cannot remember crucial information or access skills they once possessed.
How many times has it happened across the world, that otherwise competent and well-trained adventurers simply forget the true extent of their apocalyptic armory, misplace otherwise impossible-to-forget trophies, or lament the loss of a useful tool they should still have? Why do highly-skilled Fighters and raging Barbarians simply lose the ability to use the techniques they've been honing for years? How is it that Wizards and Witches smarter than entire rooms of people put together, alongside Clerics and Paladins who are guided by higher forces, cannot remember what spells they've prepared for the day? How many times has an adventuring party said, with panic tinged by exasperation, "You could DO THAT/You HAD THAT this whole time?!" in response to one of their members producing a heretofore unseen (or forgotten) item or skill?
In many of these cases the next two words out of the victim's mouth are tinged with surprise, then frustrated realization: "I... Firgor."
FIRGOR GREMLIN CR 2
Neutral Evil Tiny Fey Init: +2; Senses: Darkvision 120ft, low-light vision; Perception +6
------ Defense ------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) HP 18 (3d6+6) Fort +3 Ref +5 Will +3 Defensive abilities Bag Lair; DR 5/Cold iron; SR 13
------ Offense ------
Speed 10ft, climb 10ft Melee 2 claws +5 (1d2-2), OR improvised weapon +1 (1d4-2), claw +0 (1d2-2) Ranged Improvised weapon -1 (1d4-2) Space 2 1/2ft; Reach 10ft (with claws) Special Attacks Out of Sight, Out of Mind Spell-like Abilities (CL 3; Concentration +5)
3/day--Detect Magic, Mage Hand, Prestidigitation, Read Magic 1/day--Memory Lapse (DC 13)
------ Statistics ------
Str 7 Dex 15 Con 14 Int 12 Wis 11 Cha 15 Base Atk: +1; CMB -3; CMD 9 Feats Deft Hands, Weapon Finesse Skills Bluff +8, Disable Device +5, Escape Artist +8, Perception +6, Knowledge (Arcana) +3, Sleight of Hand +12, Stealth +16 (+18 while inside lair), Use Magic Device +8 Racial Modifiers: +2 to Sleight of Hand, +2 to Stealth while inside its lair Languages Aklo, Common SQ Compression, Longarm, No Breath
------ Ecology ------
Environment: Any Organization: Solitary Treasure: Incidental (and usually yours already)
------
Combat: Firgor are lazy and cowardly, and do not to engage in combat if it can be avoided, preferring to quietly slink into their lairs if danger passes. Their first response to danger is withdrawing into their lair and attempting to become invisible to make everyone forget they saw it. When inside their lairs, they usually forego using their claws and instead will use whatever items they can to attack their enemies, whether it be used as an improvised weapon or a dangerous magic item.
Morale: Firgor always try and retreat into their lairs when possible, but if their enemies follow them into their lairs, they will threaten valuables and heirlooms with destruction if they are not left alone. If this does not work, they have little recourse but to fight to the death.
------ Special Abilities ------
Bag Lair (Ex): Firgor nest inside of Bags of Holding and other small, portable extradimensional spaces, holding onto the insides with their tiny legs while they use their arms to move and attack. Whenever a Firgor moves, it can drag its bag lair with it. While in its lair, a Firgor has cover from everything outside its lair. As a move action, a Firgor can fully withdraw into its lair, making itself impossible to target or affect with anything outside of the lair, often requiring combatants to enter the lair to chase after it. It cannot target or interact with anything outside of its lair until it uses another move action to relocate to the lair's entry.
Longarm (Ex): The long, rubbery arms of a Firgor give it exceptional reach for a Tiny creature. In addition, it possesses an eye in one of its palms, allowing it to perform feats such as making skill checks or attack rolls from cover without penalty and without exposing its body.
Out of Sight, Out of Mind (Sp/Su): As a full-round action that provokes an attack of opportunity, a Firgor can become invisible, as the spell. While invisible in this way, any creature that saw it within the last minute must succeed a DC 13 Will save or forget what they've seen, retaining only a vague recollection. 1d2 rounds after failing the save, the victim completely forgets about the gremlin's existence. Any item the Firgor carries that is also affected by its invisibility is affected by this memory leakage; any creature searching for such an item forgets they were doing so if they fail the Will save, and forgets the item even existed 1d2 rounds later. If the item was especially important to the creature, or if its existence is reinforced by another creature who succeeded the save (or was just unaffected), an affected creature will rationalize the lost item as simply misplaced. Similarly, a creature that was attacked by the gremlin but was forced to forget about it will believe the wounds were sustained in an unrelated incident. Any creature damaged by the gremlin in the last minute has a +5 to the save against this ability. This is a mind-affecting effect, and its saving throw is Charisma-based.
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Firgor Malefactors
Over time, a Firgor gains even greater power due to absorbing latent magic from its surroundings and establishing a deeper connection to the Astral Plane, gaining psychic abilities. A Firgor Malefactor gains 2 to 4 additional racial Hit Dice and the Psychic Magic ability alongside a handful of spells which differ from gremlin to gremlin, typically keeping in line with the theme of its most precious stolen treasures. Some, even rarer specimens instead gain 2 to 4 levels in an occult class, typically Mesmerist or Occultist, and advance from there.
In addition to whatever powers they gain from their advancement, all Malefactors gain the following abilities:
A deflection bonus to their AC equal to their Charisma modifier, minimum 1.
An additional eye in their other palm, granting them All-Around vision.
Both the Catch Off-Guard and Throw Anything feats as bonus feats.
Brain Fog (Su): Once per hour as a standard action, a Firgor Malefactor can force a mental block into a creature's psyche, cutting it off from its own experiences. The target must be within 60ft. The target must succeed a Will saving throw with a DC of 10 + 1/2 the Malefactor's HD + the Malefactor's Charisma modifier or lose access to one of the following: all of the ranks in X of its skills, X of its prepared spells, X of its feats, X of its spell-like abilities, OR one Extraordinary or Supernatural ability it possesses, all chosen by the gremlin. "X" is the Malefactor's Charisma modifier. A creature can only be affected by one instance of Brain Fog at a time (the Malefactor blocking a new ability releases the old one), and its abilities remain locked away for 24 hours or until it receives the benefits of any spell which would cure mental ability score damage or restore memories (such as Modify Memory, Psychic Surgery, or Restoration). Creatures affected by this ability often simply forget they had access to the blocked abilities at all. A creature unaware of the Firgor, such as if it's asleep, takes a -5 penalty to the saving throw against this ability.
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