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#the god in question is Bahamut
sunsetzer · 6 months
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Does anyone else get the impression that the whole point of Episode Ardyn was to reveal that the real villain of ffxv was Bahamut all along or is it just me
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sunstar121 · 2 years
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vibes after today's dnd session
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sir-adamus · 1 month
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so Zettaflare is a ridiculously powerful spell, it's only been used like, three times in the entirety of Square Enix's canon as far as i've been able to sort out (even Bahamut and his variants typically tap out at Teraflare, sometimes Exaflare which is a million times stronger than Teraflare, but still a thousand times weaker than Zettaflare - and y'know, typically all they need because Teraflare alone can wipe out a planet based on how it's been used in lore), and only one time by someone that wasn't some kind of god
and that someone is Donald Fauntleroy Duck, the most powerful mage alive
and he's used it at least twice
the one time we see is the second time in KH3, when he obliterates a man on-screen
Mickey and Goofy's reactions to this implied he's done this before
who has Donald killed?
who was Donald fighting that forced him to bring out a spell capable of destroying a billion planets in order to kill?
these are the questions that keep me up at night
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y-rhywbeth2 · 5 months
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Gods & Clergy: Shar
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Religion | Gods | Shar | Selûne | Bhaal #1 | Bhaal #2 | Mystra | Jergal | Bane #1 | Bane #2 | Bane #3 | Myrkul | Lathander | Kelemvor | Tyr | Helm | Ilmater | Mielikki | Oghma | Gond | Tempus | Silvanus | Talos | Umberlee | Corellon | Moradin | Yondalla | Garl Glittergold | Eilistraee | Lolth | Laduguer | Gruumsh | Bahamut | Tiamat | Amodeus | The rest of the Faerûnian Pantheon --WIP
And back to collecting lore on the evil deities! There's... a lot of information on Shar, so honestly this isn't even all of it just most(?) of it. Most of it isn't relevant anyway...
Overview: What if depression was a religion?
Clergy: If you don't have shit like depression and cptsd you're about to, courtesy of the Nightsinger! Society? Burn it all!
Nightcloaks / Nightbringers: Memory wiping. Whips. Making creepy man-shaped things of pure darkness.
Shar: Don't look her in the eye. Wear earplugs when she speaks. Don't let her kiss you. Avoid the talking severed heads and the tentacles... actually, just avoid this ancient eldritch horror altogether.
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"Reveal secrets only to fellow members of the faithful. Never follow hope or turn to promises of success. Quench the light of the moon whenever you find it, and hide from it when you cannot prevail. The dark is a time to act, not wait. It is forbidden to strive to better your lot in life or to plan ahead except when directly overseen by the faithful of the Dark Deity. Consorting with the faithful of good deities is a sin except in business dealings or to corrupt them from their beliefs. Obey ranking clergy unless it would result in your own death." "Darkness is your cloak and your spur to action. Strike down the moon and those who serve it, and work against laws and law keepers, rulers and the powerful, by corrupting them and sewing dissension. Weave discord through secrets and rumours and falsehoods, so that all that is now mighty shall in time be swept away, and all that will still remain is in the darkness of Shar. Work in secret when necessary, obey your superiors in the Night Church without question or defiance, and give your life when Shar deems it needful, for you will reap her dark reward." - Shar's Dogma
The interesting thing about Shar, for all her intrinsic hatred of existence, is that she needs people - specifically "she feeds on [people's] suffering." Literally. She eats it. When she consumes their grief and misery, the sudden void of negative emotion causes a temporary surge of euphoria. Due to this relief, many people turn to "Shar's embrace."
Sharrans believe that by following Shar faithfully they will eventually reach an enlightened state beyond all suffering, however all that happens is that they're exposed to suffering and retraumatised again and again until they become resigned to and desensitised to it - their own and others'. Sharrans are much less useful to their goddess if they truly move beyond suffering, and instead the process is simply a cycle of abuse and depression as she farms them for sustenance and power.
As per the teachings: life is inane and existence was a mistake all are cursed to suffer because of Selûne's stupidity. All love withers and dies; you are alone, and always will be. This misery is inherent and inescapable, and it's better to embrace this fact than to hurt yourself by being stupid enough to feel love for others or hope for better.
All rulers and hierarchies are corrupt, according to Sharran doctrine, and everybody should be free to live their lives as they wish free of the laws and "morality" decided for them by others.
Everything that exists deserves to perish, and the right thing to do is to help the entropic process along.
Shar is ever-present, and wanders through the dreams of mortals, prodding at their hidden pains and whispering suggestions to them on how to act upon them. She offers the allure of relief to the poor, the lonely and ostracised, the grieving, the mentally ill... Victims of abuse often turn to her for relief and vengeance. On the every day level, people who need to work or travel at night or in the dark make offerings to her to placate her.
A lay worshipper is referred to as a Dark Follower. Sharrans are forbidden to hope, plan ahead or attempt to improve their miserable lives unless ordered to by the clergy, as part of Shar's design. They must not speak out against a priest, or interrupt any of their rituals and prayers for any reason. Lay worshippers must prove their loyalty and devotion by carrying out one crime or deed under the order of the clergy at least once a year, and try to bring others into the fold. They are strictly forbidden to interact with followers of good aligned deities (so you know stay away from people who follow, like, Selûne, who encourages comforting the lonely and making welcoming spaces for the ostracised; Lliira, who encourages experiencing joy; Lathander, with his thing about optimism and new beginnings... Don't want them hanging out with those people...)
If you have no need of Shar's "aid" then her clergy are at hand to fix that for you.
The members of the Night Church are known collectively as Darshars by outsiders, but they would refer to themselves as Martyrs. They have forfeit their lives to Shar in order to serve her, and know that she will eventually come to claim her due. They're generally under no delusion regarding the fact that their deaths are likely to come sooner rather than later, and Shar's tendency to discard her most powerful, loyal and favoured servants on a whim is well known - for all should experience the loss.
When addressing each other, Darshars address equal and lower ranks as "Brother/Sister/Sibling Night," and their superiors as "Mother/Father Night."
Novices of the faith are called Adepts of the Night. Full priests are Watchers. Hands of Shar have proven themselves in battle, and are placed in charge of several cells. A Darklord or Darklady is a region's senior priest, and sets policy for the church in their area. Nightseers oversee the activities of all Sharrans in a realm (a country). The Flames of Darkness are the highest ranking priests, answering directly to Shar. The standard training of the clergy usually shows, mechanically, through multiclassing as a rogue.
To become a Darshar, each priest much prove themselves by committing some terrible deed or other in Shar's name, after which the goddess will bestow a new name upon them. The nature of the deed and the name is called one's Own Secret.
Unlike lay worshippers, clergy are permitted to seek wealth and power, although it comes with the awareness that these things will not last. "If she uses [powerful individuals] as her tools now, there will come a day when she destroys them utterly, in favor of someone much weaker and very different. For that is the way of Shar. In her words, “Out of the darkness we all come, and to the darkness we all return. Some swifter than others, and many not swiftly enough.”
The senior clergy preach of Shar's "Dark Reward" - the raising of a dead Sharran as undead under the control of the clergy. Typically mindless undead such as zombies and skeletons. If Shar prizes the fallen individual's skills enough then she will actually resurrect them fully, augmented with her power. Such priests are the Shadowed, who have abilities such as turning invisible or into mist. They always bear a mark of Shar's corruption however; their eyes - including the sclera - are pitch black, and they can speak only in hoarse, cold whispers. One of their hands gnarls into a black talon. The rest of her priesthood views them with terror.
Darshars keep their hair long in homage to Shar (whose long hair is iconic). It's usually kept under a black skullcap, but women with naturally dark hair are permitted to forgo the cap because their hair is considered sacred to Shar. Black and purple are worn extensively, as are full body black cloaks and robes.
The black cloaks are called nightcloaks, which are enchanted to enable flight and mute ambient sound when the wearer wills it.
At night, some clergy let their hair down and walk the night, wearing nothing but their nightcloaks and their hair. They leave no barriers between themselves and the darkness that is their goddess.
Some priests wear enchanted wigs, woven into braids that can move and carry things (such as daggers), much like Shar's own hair is said to be animate.
Clerics who disappoint Shar/their superiors are forced to undergo thei penance surrounded by light - "the darkness if for those who deserve it."
Darshars are tasked with making society as miserable to live in as possible, so that more will feel loss and be brought into Shar's Embrace seeking peace. They corrupt the powerful, kill those who can't be corrupted and ferment rebellion, and murder people whose work is improving people's lives. They support thieves guilds and criminal organisations that make civilisation more unsafe and untrustworthy. They do generally avoid war and mass bloodshed, however. Shar requires converts/cattle, and it's hard to do that when they're all dead. Also murdering Selûnites and destroying their bases of worship wherever you can; can't forget that.
When a Darshar commits a murder, they are to ensure that the victim is aware that they died in Shar's name. Provided that this murder isn't being committed to foment strife and chaos by pinning it on somebody else, the Darshar will write Shar's name somewhere nearby with the victim's blood.
They're also to help others avenge slights, and publicise such stories, so that the desperate will turn to the Night Church for justice and vengeance and they do their best to present themselves as the superior option to the god of vengeance, Hoar.
They are to do all of this in utter secrecy, it should never be obvious to others who and what is behind these events. Often Sharran cells will found secret, non-Sharran cabals to do their dirty work for them. Hiring adventurers to commit crimes for them is another way. In order to form these cabals, Sharrans often run secret societies, hedonistic social clubs and false cults. They also maintain ties thieves guilds
Unlike the churches of other evil deities, the Night Church is often outlawed simply because they fundamentally won't stop disrupting society. Occasionally, the church will agree to follow the laws and keep their destruction of people's mental health to manageable, more one-on-one levels, and are allowed to build temples and worship. They have such a temple in Silverymoon, which must begrudgingly co-exist in public with the Selûnites there. Sharran worship is also open in Calaunt, Mulmaster, Scornubel, Sembia and Westgate.
Generally speaking though, the church is happier to remain underground where they can do the work they truly "need" to. The Night Church is explicitly illegal in Waterdeep, Baldur's Gate, Amn, and the entirety of the Dales and Cormyr.
They have a complex hierarchy; they work in cells, and every member has a direct superior they answer to. Multiple cells may be active in the area, and while they may know each other and sometimes lend aid, they don't work together or maintain connections to prevent attempts to crack down on Sharran activity from taking down every cell in the area. Nobody knows the true name of their co-conspirators or their leaders, and many of them die in their attempts to subvert society (getting executed for their crimes is a common way to go).
There are no holy days on the Sharran calendar, except for the Feast of the Moon, which they call the Rising of the Dark. Sharrans gather together for a blood sacrifice, and the lay worshippers are told of the plots and aims they are expected to aid in the coming winter.
The most important daily ritual is Nightfall, held every night. There is a brief payer, sometimes in the form of a ritual dance and sometimes involving a sermon. There is a feast and everybody begins dancing (or joins in, if one already started). If one cannot attend group prayer, then the worshipper must dance alone in Shar's honour, wherever they are. Lay worshippers must also either perform a crime or act of cruelty or report one to the congregation. Nights where the moon is not visible are called the Coming of the Lady and the entire congregation is set to task carrying out acts of vengeance and cruelty in Shar's name.
The Kiss of the Lady is the most important ritual, traditionally declared at the whims of the leading priests in the Temple of Old Night in Calimport (Old Night is the oldest of Shar's temples, built in -373 DR). Shar's worshippers engage in a night-long revel of murder, chaos, horror and cruelty ending in a celebratory feast at daybreak.
Representations of Shar in religious art (typically found in temples) show either a black sphere outlined in magically animated purple flames; or depict her as a smiling human woman with sweeping raven-black hair dressed in swirling black clothes. Her eyes are large, with the irises and sclera being solid purple around black pupils. Her temples are usually built under what appear to be legitimate businesses or private residences.
Those of the clergy chosen by Shar to serve her personally are the Nightcloaks, also called Nightbringers.
They can create supernatural darkness in their surroundings that extinguishes all light
Cause temporary light blindness in others
Erase the memories of the last few minutes from the minds of those around them
Cause nightmares
They can conjure doors made of pure darkness and step through, which makes them seem to have teleported (although they've only turned invisible)
They can cast a veil of illusion magic over their surroundings, making them appear totally different (tailored to whatever the priest wants them to look like)
They are a tiny bit more powerful, physically, while in the darkness, but are a tiny bit weaker when standing in the light of a full moon.
They can wrap darkness around themselves, or another, which fully obscures their features and serves as a minor form of armour (including against magic and psionics). They can see perfectly through the darkness, but effects that require eye-contact can't affect them. If cast on an undead being then they're immune to a cleric's turning ability.
They can create a whip of flickering darkness. The strike of the whip does damage and has the same effect as turning on Undead struck. Contact causes pain so unbearable it may cause seizures. The whip passes through inanimate matter harmlessly, and can't be used to tie people up.
Darkness can be moulded into something vaguely human-shaped under the control of the priest. It levitates in the air and suffocates all sources of light it touches. The priest can vaguely "see" through it if they choose.
They can fire a beam of pure darkness from their outstretched hand, which passes through inanimate matter and non-living beings but causes suffocating cold and pain to the living it strikes. The target it overwhelmed, and struck with a supernatural silencing effect for up to four minutes.
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The Lady of Loss is a Neutral Evil deity, and her domain has been in different places over the years. Originally her realm, the Palace of Loss, resided in the Grey Wastes of Hades and later moved into the Plane of Shadow (aka the Shadowfell) where it was known as the Palace of Night. After the Plane of Shadow moved closer to the material world during the Spellplague she moved to the Tower of Night, which was in the Astral Plane. Considering that 5e has mostly reversed all of 4e's changes, she has presumably returned to the Palace situated in either the Shadowfell or the Grey Wastes.
Shar is described as a "deeply twisted and perverse being of endless petty hatred and jealousy. [...] She revels in the concealed, in that which is hidden, never to be revealed."
Shar is omnipresent, she is the darkness and she is everywhere. She is aware of every single person, object and action that takes place in the darkness.
Another deity, Ibrandul god of caverns, the Underdark and other dark places within the earth. She felt that this was encroaching on her turf, and she murdered him for the offense and took his portfolio and his worshippers during the Time of Troubles. Most of his followers were unaware of this, because Shar enjoys deception and simply presented herself to them as Ibrandul. She usually used them to attack Selûne's followers without drawing attention to her main church. (As of the Second Sundering Ibrandul is... probably alive again, but for all anyone knows it's still Shar pretending to be him)
Shar has two avatars:
The first is the Nightsinger: a 12ft tall woman wearing a mask made of the feathers of every type, trailing away into the cowl of her cloak. The cloak becomes increasingly intangible as it merges into the nearby darkness. She is constantly singing softly, even when she speaks, and her song feels hauntingly beautiful - and engenders a feelings of tragedy and grief. She can manifest supernatural darkness in her surroundings at will. Her song drains away memory and experience (in mechanics, she drains character levels and inflict the feeblemind spell). Listening to it may cause one to experience an unearthly chill (which inflicts cold damage) and can even cause listeners to drop dead on the spot. -
As the Dark Dancer Shar stands at 7ft tall, and appears as though the night sky has been moulded into the shape of a human woman. Her skin is jet black and glitters with stars. Her eyes are just as dark, and her gaze is both hypnotic and capable of enchanting those who meet it. If she kisses a mortal she places a magical compulsion on them - if they surrender to it they will become her loyal servant, and if they chose to resist the spell will kill them (this is an active choice for the victim - surrender or die). The spell can only be removed by rewriting reality with a wish spell so that it never happened, and the victim is fully prepared to die for Shar.
Shar's hair is prehensile, and moves at her bidding while ignoring the laws of physics (gravity and the wind are irrelevant). She hisses and speaks softly, never raising her voice, even in anger.
Her lesser manifestations involve tendrils of pitch darkness forming where they shouldn't be able to. They writhe, curl and swirl in constant movement, and a nimbus of glowing purple surrounds them. Sometimes one can see a glowing purple eye at the heart of the dark staring at them, but even when the eye isn't visible one can feel a presence within the darkness watching. In some stories, the darkness that blankets the world is described as Shar's hair falling over it. Presumably these are the individual strands. When a tendril touches one of her followers she can transmit her thoughts into their head - sometimes these are instructions or advice, and sometimes she reaches into their minds and numbs their ability to feel pain. She never heals their physical injuries, only allows them to ignore their suffering until they succeed or collapse/drop dead from the damage.
Her messengers take the form of these tentacles and other, more alien, shadow monsters.
Another fun manifestation Shar enjoys is severed human heads that fly through the darkness at night. They fly silently through the darkness, and Shar sees through their eyes, hears through their ears and occasionally speaks through them.
Shar hates all the other gods (especially her sister, and the sun god Lathander (and Amaunator before him)). She has tolerated an alliance with Myrkul, worked with Cyric to cause chaos, and Talona plays the sycophant to her in the hopes that Shar will help her kill Loviatar one day.
In response to the formation of Mystryl's Weave, during the early days of creation, Shar studied it for a while, eventually creating her own form of it - the Shadow Weave (called the Dark Lady's Weave by her followers). Where the Weave forms the tapestry of reality, the Shadow Weave fills the negative space of nonexistence between the gaps. To utilise her Weave "safely", one must be a follower of Shar or have their patron deity request her permission on their behalf. One deity she works with frequently in "lending" her Weave is the drow god Vhaeraun. One who attempts to use the Shadow Weave without her permission will lose part of themself - and it's already pretty good at having horrible side effects and destroying your sanity. It works well for spells that corrupt, destroy, drain life and smother the senses, but is less useful for effects that create.
Shar hopes to kill Mystra and supplant the original Weave so that she will be the only source of power for mages on Toril. Unlike Mystra, she places no restrictions on its use.
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Shar and Selûne were twin halves of the primordial Two-Faced Goddess born shortly after the birth of the universe. There was no time or space, only a void containing themselves, the Overgod Ao, and shadowy beings known as the Shadevari.
Together they created the planetary bodies of the solar system, including the Earthmother, Chauntea.
When Chauntea begged for warmth to nurture life upon her, the Two-Faced goddess experienced conflicting desire for the first time. Selûne was willing to grant the Earthmother her wish, but for Shar, the very concept was a horrifying antithesis to her very being.
The argument between the two spawned the concepts (and gods) of destruction; such as war, disease and death/murder. Eventually, Selûne reached into the Elemental Plane of Fire and drew a portion of it into Realmspace, and fashioned it into the sun - a process that burned her.
Shar's rage doubled, and she began to snuff out every light she could find in the universe, causing Selûne to tear out a part of her own essence and fashion it into a weapon that she threw at Shar in defence of the new-born life of Realmspace. This portion of Selûne passed through Shar and formed itself into the Weave - the goddess Mystryl (who would one day be called Mystra). Mystryl sided with Selûne, and Shar was forced to concede bitter defeat now that she was utterly outnumbered, and swore revenge against all of them.
Shar retreated into the dark to recover, and found allies amongst the Shadevari, who also shared her resentment at having light and life brought into the previously dark and silent universe.
This battle has left Selûne permanently weakened, and her strength waxes and wanes much like the phases of the moon. The two sisters continue their argument - and Shar is boldest when her sister is at her weakest.
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Deity: Bahamut the Martyred Wyrm
He does not answer our prayers, we answer his, the dying plea of a selfless creature who wished only that someone would stand up and care for his people after he had given his last for them.
We Stand for Bahamut,
Would you Stand With us?
The Dragon is dead, but he is remembered. One of the earliest heroes in mortal history, ever bright Bahamut turned against the proscribed order of the world and his very being to fight on behalf of the innocent; Sacrificing himself when it became clear that he had no other means of unseating the tyrant that ruled over them. His actions resound into the present day, somewhere between a folk hero and a saint for many cultures where his story and example have taken on a power all their own, called upon by the fearful and the righteous in their greatest times of need.
There is no one church of the platinum dragon as such, but there are organizations that claim him as their inspiration. Often these temples will feature some local hero or great exemplar that they claim best exemplified Bahamut’s virtues, though these “aspects of the dragon”  vary extremely in their actions, ethos, and representative philosophies.
Since he embodies reckless benevolence, courage in the face of adversity, a willingness to overturn established orders, Bahamut is often seen as the patron of more noble adventuring types, who may too often chafe under the responsibility and goody-two-shoes  reputation the mythic dragon has garnered over the intervening centuries.
Hooks:
If you want to prove yourself daring and brave they say, go up to the shrine of the platinum dragon in the mountains. Make offering and meditate by the altar fires, and by dawn you will know if Bahamut has deemed you worthy or not.   It’s only a few hours into the party’s vigil when the party hear distressed cries and the sounds of the skirmish resonating off the walls of the ravine, likely coming from the river at its mouth. Do they head out into the darkness and abandon their rite, or do they stay put and do as they’ve been told? Given that they’re at the shrine of a god of righteous bravery, the question should not be that hard to come by.
The party receive a glimpse into their possible future as they watch a pair of higher level adventurers brawling on the steps of one of Bahamut’s temples, interrupting the service for their own fallen companion. Once a close knit group of friends, this adventuring party has been sundered by the death of their paladin, a devout of the platinum dragon who gave his life so that the others could escape from a rampaging monster. One of the adventurers, mourning the loss of her best friend screams that the paladin’s sacrifice was stupid, while another won’t hear ill of the dead on the day they’re set to bury him. Some time later, one of the presiding priests will ask the party’s help in reconciling the grieving pair
Descended from a celebrated champion of Bahamut famed for battling a dragon on his own, a noble house has become increasingly arrogant and ambitious, seeing themselves as favored by the dragon god and claiming their ancestor’s virtues as their own. Their hunting of drakes and other minor wyrms has esiclated over time, and now the scion of their house wishes to mount an expedition and hunt a true dragon lairing in the nearby wilderness and he wants the party to help. Whether or not the heroes decide to tag along, the scion manages to give the dragon a nearly mortal wound, only for its mate to show up a few hours later and begin razing the countryside in a fairly justified rage. The party are then faced with a choice of either killing both dragons or playing against type figuring out a way to heal the first of the pair and quell their mates anger.
The tale of Bahamut is one of the oldest, most cherished myths among mortal kind, shared between all folk who believe that good can be done in the face of impossible odds. The legend speaks of a ruthless archon, a domineering celestial that ruled from atop a mountain sized palace, quarried and built for it by the first mortals, whom it had enslaved generation after generation and forced wait upon it and its insatiable greed and hunger.   Bahamut was that archon’s mount, a part of its divine essence sectioned off and given wings, tasked with flying about the archon’s realm looking for any trace of indolence or rebellion. It was in these flights about the realm that Bahamut saw the people’s suffering, and came to understand that he and the archon’s heavenly appointed mission to govern the mortals was incomparable with the tyranny he and his rider had afflicted upon them.
There are many stories of the dragon’s small rebellions, but they all cultivate in a final confrontation between mount and rider, when Bahamut could take no more of his master’s abuses and bore his fangs against it. The two clashed in the palace, on the mountainside, and then in the sky, but neither could best the other, being two halves of the same whole. On the sixth day of their battle, exhausted and desperate and knowing what must be done, Bahamut plunged at the archon, allowing his master to skewer him through with its sword in order to get his teeth into the celestial’s neck, and gripping on with all his might he bore the archon down from the sky and struck the earth like a silvery star.
When the mortals found them in the smoking crater, the archon was dead and the dragon was soon to follow. With what little strength he had left, with his broken teeth still clutched around his master’s neck, Bahamut uttered one final plea: “ It’s up to you now, look after one another, I’m sorry I could not do more”
From the Author: I felt the need to revamp Bahamut because as one of the default “good” gods he felt far too conceptually thin, with everything about him pretty much revolving around being generically benevolent while also being a dragon. With this revamp I specifically wanted to address the nature of heroism, and how heroism as a cultural virtue might be viewed in a setting where adventuring parties are the norm.
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laurelnose · 4 months
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Forgive my desperate urgency but you are The Person whose opinion I must have on this topic-- I don't know very much about D&D and especially not about dragonborn, I am only in the BG3 fandom for Vibes, but this came up as of course it did because I'm me--
DO DRAGONBORN HAVE GIZZARDS
please we must discuss this
A VERY IMPORTANT QUESTION DESERVING OF SERIOUS CONTEMPLATION
So dragonborn are descended directly from chromatic/metallic/gem dragons in some way (the exact way is a point of theological contention). The difference between those three dragon types is, to the best of my limited knowledge, not germane to the discussion. I will consider dragons as a single category.
Dragons are definitely not reptiles. They are warm-blooded and they act like cats. I do not actually think the cat thing is relevant to them being reptiles or not, Forgotten Realms wiki, but thank you anyways. So they are not like crocodiles, but are they like birds? Probably not. Although they did evolve from proto-dragon species which were among the few survivors of the cataclysm that killed the dinosaurs. Much like birds! (Or maybe they were created by the gods. Whatever. I’m not getting into a Faerûnian creationism debate. Anyways, in this context only, por qué no los dos.)
Dragons are preferentially carnivorous, but functionally omnivorous, with an emphasis on the omni. They can eat and digest just about anything, including inorganic materials. This ability is because of their “innate elemental nature”, which kind of makes me think dragons don’t really have digestive systems as we know them. They’re more like great primordial engines. I think this precludes gizzards in the dragons themselves — how would they get stones in their gizzards if their digestive system can break down stone? What would they even use them for? So if dragonborn have gizzards, they did not get them from the dragons.
Dragonborn do not seem to usually be capable of regularly digesting rocks, so if they swallow inorganic matter it should stay where it’s put. Baby dragonborn are born toothless and are fed by a lactating parent (dragonborn → monotremes??) until they grow teeth, and then are graduated through soft foods up to regular food (consisting of much more meat than your average humanoid). They are capable of digesting non-meat foods, but it doesn’t look like they have the dentition to chew non-meat foods. Which is why birds of just about all diets have gizzards — they don’t got no teeth! I’m going to go with either dragonborn have trouble eating vegetarian meals, as they have no grinding molars, or they do have gizzards. Courtesy of whatever primeval force or deity created them, maybe.
I also considered whether, if dragonborn are normally gizzardless, the Dark Urge specifically might have been created with special dietary capabilities, but you don’t need a gizzard for, say, osteophagy. (Notably, the only primarily osteophagous bird, the bearded vulture, has lost its gizzard.) And I feel like the other things animals use gizzards to digest are not quite On Theme, as it were. However, they might possibly, like bearded vultures, have a hardened, partially keratinized digestive lining for dramatic osteophagy (involving sharp broken-off pieces of bones).
On a different hand, dragonborn manifest draconic abilities at different levels, ranging from different or multiple breath weapons, dragonfear, or abilities from Bahamut or Tiamat. I wonder if some dragonborn, maybe those with particularly strong breath weapons (since the breath weapons are formed from elemental energy produced by dragons’ unique diets), might also manifest the ability to Just Eat Fucking Rocks. Not a glamorous ability! But very fun I think! Possibly more fun for dragonborn which do not natively have gizzards, as having a sort of elemental furnace in their belly instead of a stomach would then enable them to more comfortably eat food like salads.
On another totally different hand, polymorphed dragons (or not polymorphed, if you’re not a coward) are supposed to be able to hybridize with most of the humanoids, producing children that may take after either or both parents, and aarakocra and kenku are Right There. I mean, not in BG3, but, y’know. Half-dragons and dragonborn are different, but still interesting.
Also, dragons in the Forgotten Realms taste like turkey. I don’t know what you can do with this information but I feel like you would enjoy knowing it
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ahollowgrave · 11 months
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There was a post asking RPers with moon-worshipping characters how they handle the moon's revelation, especially with Endwalker. But! I am too shy to reblog that with my actual answers so instead I will post this two page rambling under a cut. (:
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Okay, so I look at it through two lenses: 1) How much does your average citizen know about the big wide star and everything our beloved Warrior of Light gets up to in saving it all the time?
There are things in the real world I don’t know and things I am shocked to find out other people don’t know!
The history of the Star is vast and dense and no one can possibly know every crumb of it. 
2) Faith requires a sort of peace in knowing you don’t and won’t know certain things. If you have all the answers to all your questions, you don’t need faith.
The asking of questions is vital, here. If you are not curious about the world around you how can you possibly come to love it and those it shelters? If you believe for a second that you have all the answers to all the questions then your curiosity dies. 
That said with Odette and her convent it really boils down to:  They don’t know!
Odette is young, she may not have been alive during Dalamud’s fall and Bahamut’s defeat. I’m not really sure because time bubbles and I’m very vague with her age because time is my mortal enemy. When the moon started its fall the convent probably took it to mean: gods mad. Who wouldn’t? Even the faithless might pray under such a thing, no?  But the convent is secluded and news is slow to reach them and what does reach them is often embellished or outdated or just untrue. They must pick through the stories they are told and find the truth of the matter - which is subjective, as well! What is true for one might not be true for another. 
It is a bit of a chore, is what I am trying to say, and unreliable narrators are aplenty.
Currently, the Convent believes that earlier scripture naming Dalamud as Menphina’s Loyal Hound were written by Spoken who were trying to make sense of the world around them. They got it wrong, but no doubt there are things we get wrong even now with all our knowledge. 
The point of their faith is not to get things 100% right all the time but rather to meet the star and her denizens with hearts full of love. They don’t allow dogs at the convent, however.
The news out of EW is another matter since it still feels very fresh and new. Odette has stepped into the role of Nun Errant and she does relay information back to her Convent, either in person or via letter. I don’t know if the news of the WoL fighting the 12 made papers and so far it seems that most of the Loporrits that stayed star-side are in Old Sharlayan to learn! A big ship did go beyond the moon but that was… beyond the moon! So, like the nuns, I don’t know! They are but Spoken creatures, they question, yes, but it is difficult for them to see the grand picture being as small as they are.  It should be noted that Odette is not the warrior of light. I try very hard for her to not know everything the warrior of light gets up to in the MSQ because she, realistically, would not know. She’s just some nun! What I CAN say is that if Odette knew everything that I, the player, know she would still worship the Moon and Menphina. Imprisoning Zodiark before more needless death, setting the Loporrits to building a fallback and escape plan, reincarnating her closest and most trusted allies to serve as deities and make sure he cannot be freed? That’s love, baby. Of course, Menphina, the deity of Love, would be the keeper of the moon and its secrets! Also, almost none of this answered the secondary questions but… This is already very long but I could go on about the dark side of the moon, what it means to love, and all that but I’ll end it with this: It is okay for your characters to be wrong and make mistakes, IC! Let them have harmlessly bad and factually untrue opinions. 
BONUS: I recall a question about how a manmade moon might effect a god or goddess who is tied to it! But -- prayer and belief is were deities get their powers.
Well, the 12 as we know them are kind of ‘manmade’ themselves. Yes, Venat sort of reincarnated her most trusted allies, however… It was shown that prayers have the power to change them! We know that this altered Halone in some ways and I believe that it altered Menphina the same. Basically: Enough of her worshippers thought Dalamud was her ‘loyal hound’ and so she got a loyal hound. So, why should the moon(s) be any different?
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popiellart · 6 months
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Hello!! I don’t know if you take OC asks but I keep thinking of your big dragon durge and thinking. Did he live outside of the temple like the canon suggests before coming to the temple as an adult? What was his life like before that? I remember seeing an art with Sceleritas Fel where he was an awkward teen, did he have a family and was he sweet once?
thank you, that's a fun question!! :D answer under the cut, cause long
yep, he had a foster family as a child, his foster father was a butcher (hehe. wink wink. etc.), somewhat impoverished, but generally loving. (he had another name than 'the dark urge' back then, but forgot what it was even before the lobotomy)
he was a surprisingly sweet child. giving off the 'well-socialized as a puppy' energy, you wouldn't pick him out of the gaggle of kids he was running around with, other than maybe visually (dragonborn are fairly rare, and he's noticeably pitch black from nose to tail, so he stood out a little)
the most violent thing he ever did was lightly nipping a half-orc girl when they got into an argument who's gonna be sarevok and who's gonna be jaheira when they played (he wanted to be jaheira!! and the girl looked nothing like jaheira either!!). didn't even draw blood
well, other than the wholesale slaughter of his foster family, of course. that's where his backstory diverges from canon - in canon, durge is left on their own until adulthood, but he was taken to temple immediately, hence the art you mentioned.
playing around with the 'why', but i'm thinking maybe this was malevolent on part of the other branch of the happy bhaalspawn family - sarevok telling orin to watch the pup, and to bring him in as soon as the first urge happens, hoping that the kid will just break down from the shock of murder and immediately meeting the cult of bhaal, and. well. the problem will hopefully remove itself
Which almost worked, words cannot describe how much the sweet, generally normal kid that he was, was utterly unprepared for the murder cult shit. he wasn't eating, he was scared shitless of his divine father, he was scared of the cultists, he felt sorry for all the victims, he was disgusted at all the rituals, Orin was tormenting him on the daily, he hated Sceleritas, and blamed himself for the murder of his parents, he prayed to Bahamut to send paladins to kill everyone and take him away or maybe kill him, too.
But since Bahamut couldn't be arsed and no legendary heroes dropped by the Temple, he ultimately came to a point where he had to make a yes-no type of choice, and he chose to survive. Knowing that he's destined to be the world-devouring antichrist, and his death would probably marginally improve the world, he still chose to live. Because, to be fair, what has the world done for him so far? His family is dead, and he's trapped in a sewer with a bunch of freaks. Maybe if gods didn't want the world destroyed, they should've done something back when he was still sweet, still redeemable, right?
(in that way, he's a parallel to gortash, who also has very little reason to feel fondness for the forces of good in the world - where were forces of good when a little boy was getting sold to a devil, yeah?)
Eventually, with time, he went from just surviving to living, slowly started getting a taste for the Bhaalist specials - hard not to, lots of positive reinforcement from murderous ecstasies, being constantly amongst the brainwashed cultits, it skews your view of the world.
Sceleritas was sorta helpful there, he hated the little thing so much he eventually snapped and killed it, and found out Sceleritas actually makes a great chew-toy, and with time his hatred twisted itself into sort of fondness.
By the time he was a full grown adult in the prime of his life, he basically forgot all about his childhood and even the early days in the Temple; he had the whole Dark Urge thing on lock, the victims were just meat, the cultists were in his sway, the previous cult leader was eaten, Orin was sat the fuck down, the only thing that lingered from those early day was the he never really stopped being scared shitless of Bhaal, although he long rationalized it away as simply part of worship and natural part of father-son relationship besides
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not-poignant · 7 months
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Daily excerpt from today's writing (can you tell it's NaNo?) chapter 10 of Palmarosa:
'The gods have their uses,' Raphael said eventually, as though pondering Astarion's words like they held significance. 'But they are a fickle lot, when it comes to answering prayers, especially those of vampire spawn. And who did you pray to, when you were so desperate for succour you turned to religion?'  'Oh! Oh. Well then. The gods I have prayed to who never listened. A sampling then, just for you. Lolth, for threads that I might spin into rope to drag myself free from the Palace of Szarr. Mielikki, that I might find the whispers and secrets that lead me away from the dark. Selune, though I loathed the idea of being enslaved to a moon. Tempus, that I might have a moment of clarity and shove a knife into Cazador's neck and be baptised in the tsunami of blood that would follow. Tiamat, that I might be the loudest, hungriest voice, and find something that none of the others could, and keep it for myself. Tempus, that I might become so adept with the bow I can finally, finally strike down my enemies, even just...just one of them. And finally, hilariously, Bahamut, that the light of justice might burn me into nothingness, for death is itself a terrible freedom. I wasn't exactly...sane, at the time.' 'The reasoning sounds perfectly sane to me,' Raphael said. His expression was grave, and Astarion wondered if he'd revealed too much, given too much of himself away. But now, more than ever, he knew one day he might simply snap and walk away from the contract. Perhaps then, he might find his own solutions. After all, the first that Raphael offered worked, and the second was likely to work even better, though Astarion had no idea if he'd ever accept. What if he just took the necklace, and then found his own second method, with the ability to walk in the sun and access people and buildings he couldn't otherwise?  'Of the gods I've met,' Raphael said, and Astarion's eyes darted back to him, because wasn't that a hell of a way to start any sentence? 'Only a few have earned my regard. My father knows of more than I do, and has met more, and has killed more.' 'Your father?' 'Yes,' Raphael said, deliberately not answering the question that Astarion was asking.  'Killed gods, you say,' Astarion said slowly.  Raphael's smile was winsome.
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So let's get this out of the way because I'm sure this blog is giving you many questions, namely why and how?
Well the short answer for why is that it's something I've been thinking about for a very long time and honestly I really need a creative outlet. As for the how? Hoo boy it is genuinely shocking how powerful Donald Duck is if you put in the research. To start, he served in the navy meaning he has at the very least basic combat and firearms training. On top of that he has standard toon physics which are unique to most western animated characters which means he can easily shrug off most attacks that would normally hospitalize people including being cut in half, taking explosions point-blank, falling from indeterminately tall heights.
He also has been shown to draw upon a berserker rage which can amplify his strength and speed to monstrous levels as is often showcased in classic cartoons but was given the most focus in the 2017 Ducktales cartoon in which his rage was often the deciding factor in the matchups he was subject to throughout the show. But that's only scratching the surface because his strength rockets from a provincial threat to a world threat if we choose to take his Kingdom Hearts incarnation into account. Donald from Kingdom Hearts is a powerful spellcaster with an arsenal of offensive spells reaching up to the -za level in terms of power including the very powerful Flare and its variants which is considered an "Ultimate" spell. Already an impressive feat in itself but Square Enix decided to massively buff this duck in Kingdom Hearts III where it was revealed he is capable of casting the spell Zettaflare. Zettaflare is a spell on a level unseen in any other Square Enix game and the only other person to use it was drawing directly from the power of the dragon god Bahamut. Now granted, casting that spell took enough energy out of Donald to make him fall unconscious but the very fact he was able to cast it already places him as one of the strongest Black Magic users Square Enix has ever created. Because of the shocking level of power displayed by Kingdom Hearts Donald, most of these matchup analyses will be divided into "Could they beat regular Donald" and "Could they beat Kingdom Hearts Donald." Lastly despite the level of seriousness with which I take these matchups, always remember at the end of the day that this blog is not meant to be taken seriously and has a miniscule amount of bias. If the difference in power between Donald and an opponent is close, and I think it would be funnier to see Donald Duck emerge victorious, I am more likely to lean in his favour. Just remember that none of these characters are real, nor are any of these scenarios likely, so please don't get upset with me if your favourite character is just objectively weaker than Donald Duck.
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wildstar25 · 2 months
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I also regularity think about Arsay and G'raha spending nights around the campfire during the CT raids. Specifically when Arsay tells G'raha about the coils of Bahamut and how theres an allagan holodeck and other weird tech down there. He starts asking for specifics and Arsay is like no good at explaining technology, it all looks the same to her, so she's all "Well, why don't I just show you? A quick trek through coerthas, through the shroud, we'll grab the airship in gridania, then a fairy in limsa, stop by costa del sol for lunch, grab the fairy to wineport, and we can walk right in!"
G'raha is so close to saying "oh my gods yes lets go" but he remember he's still due to write more pages of his report for both rammbroes and the students of baldesion. He politely declines.
the two of them then sit silently pouting for a time. until arsay brings up another topic or asks g'raha another question about something he'd know.
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ludinusdaleth · 1 year
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i agree! it's very frustrating that so many people insist it's "ludinus is right, kill them all!" versus "they're all 100% good"
im glad to hear the support, anon. i feel like the cr fanbase has gotten more into theorizing & meta this campaign than last, which im deeply happy about, but i feel like it's come at a cost of not many actually.... analyzing well, beyond their own biases, which is vital.
something interesting to me is how i feel like the very story of c3 itself is partly about how vasselheim is so utterly focused on ludinus as a threat (which, he is undoubtedly one) that they have repeatedly enforced worse & failed in their efforts against him (literally occupying & preparing to obliterate marquet via airship just to get to him and getting eviscerated, kiro's rage about ludinus making her accuse orym of being with him which leads to our current mess). continually vasselheim refuses to assist or care for any other country or party that isnt wholly aligned to their goal. meanwhile in similar nature, the fandom is so completely sure that lud is a liar & a loser that anyone with an idealogy a few degrees south of his is seen as a threat instantly - the fanbase is so mad that this campaign is "anti god" that they're missing the most poignant pro faith statements characters have because they aren't paladins in shining armor plunging a spear into da'leth praising bahamut as they do so - but rather common-people as they try to embrace faith despite trauma & actual godkilling times. and it's at times frankly deeply uncomfortable, considering the characters deemed threats & whose views on faith have been cast aside have been deanna & frida (who have absolutely been treated weirdly to points of racism to their actors), & pagan natives oppressed by what matt outright stated were missionaries.
but in the same uncomfortability zone are people so consumed by their own personal biases with very obvious culturally christian religious trauma (i say this as someone with it too) that they cannot realize ludinus is partially metaphor for everyone who escapes christianity, thinks they're superior for it, but never for a moment unpacks the colonialist doomsday mindset that came with it. i admit i see this far less than the other side, so i dont see it as so much of a concern, but when i do it is unsettling - ludinus is so clearly showcasing far right tactics of alienation & preying on trauma to get people to join his cult, and real people are falling for it. matt has said that religion & art are connected & vital - when aeor fully stepped away from religion it became almost artless. you cannot strip something so important to humanity's core away because of your own experiences - your personal trauma is important but does not mean your bigotry or bias is justified and i feel that message is radiant in c3.
i think this campaign poses some of the most interesting questions on forgiveness & responsibility because, while it's impossible not to draw similarities in how mortals deal with religion, the exandrian pantheon itself cannot be viewed through our world's lens. the gods were warlords who nuked an entire city (that was fighting amongst itself!) to nothing because a few mages posed a threat to them. but afterwards they receded, & locked themselves away. what does that say about them? what does it mean now? do they deserve to be saved? does art surpass its creators? i want to explore these themes so much, and i love that campaign 3 is trying to in vibrant ways - i just hate that so few people want to embrace it & the changes to the fictional world that will come with it, because it's impossible to look past our own noses & embrace more than our own perspective even regarding fiction.
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savage-rhi · 1 year
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If you’re wanting a request from the “trauma” prompt list, how about “Is there anything I can do to help?” For Ardyn x Reader
@blossom-adventures coming up! 💙
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There was not a single day that passed that Ardyn didn't think about Aera. She was as much a part of him as air was to his lungs; a lifeforce that was needed to sustain what was left of him as a man. That didn't mean the memories of her weren't painful.
Most days Ardyn could handle the trauma of her death. He had no control over her actions, and therefore couldn't have spared Aera the blow of Somnus's sword. She chose to put herself in the line of fire. When Ardyn really thought hard about the day he lost everything, it dawned on him that if Somnus hadn't killed her, Ardyn himself would've. Both brothers were more than determined to rip the other in half. Gods be damned if anyone tried to stop it. Neither of them could be reasoned with once the last straw broke.
The what ifs of the circumstance plagued Ardyn more so than the memory. Accompanied by the 2,000 years worth of hallucinations, and Bahamut rubbing salt in the wound, Ardyn's usual tricks to remain present fell on deaf ears. He called out of work. His duties as chancellor could wait while he tried to regain control.
Ardyn paced around his chambers for most of the day. He would sit down every so often, carding his fingers through his hair. Muscles tensing as flashbacks and the smell of blood heavily lingered in his mind and heart. He was spinning away, unraveling the persona he had worked hard to maintain while working for Niflheim. Soon enough he was screaming at himself. Blaming his misfortunes on the Gods and his own shortcomings as a healer and a man. He had failed so many people who loved him.
Hours later, Ardyn was sitting at the edge of his bed. His amber eyes looked out the window to the city. The sun was setting upon Gralea. The night would come, and he'd be able to roam without feeling the burn of the rays upon the scourge that dwelled under his skin. He felt hollow.
"Ardyn?" Y/N's voice called out. His eyes widened for a split second before turning his head.
"Hm?"
"The food you ordered, it's ready."
"I see." Ardyn replied. He focused his eyes again on the sunset. Ignoring Y/N's footsteps as they approached him.
"I heard you didn't go to work," Y/N began while they stood close to the bed and minded his space. "The staff we're wondering if you were alright."
An unamused chuckle left him. "I'm sure the staff were very much delighted my presence was missing. I'm aware of my less than stellar reputation."
Y/N made a face. "I'm not lying. People were wondering if you were sick."
"Why do you work for me?" Ardyn changed the subject. Not wanting to hear he happened to be today's gossip in court. His eyes closed in on Y/N, gaze narrowing.
"You took a chance on me when the others wouldn't," Y/N was taken back by his sudden question, but answered honestly. "It's been an honor serving you. Helping around where I can, making sure you stay on task. It beats scavenging for food out of garbage on the street. You may have given me work, but I chose to work with you."
Chose. Ardyn thought to himself.
"And why would you do something so ridiculous?" Ardyn countered. His eyes continued to study Y/N, watching carefully as they stepped closer to him.
"Because I can tell beneath your bullshit you're miserable," Y/N said sarcastically "Misery loves company."
Ardyn smirked at the comment. He shook his head and sighed. "I could have you hanged for talking to me in such a manner."
"Well, good luck finding anyone else to do your laundry and secretary work. Word of mouth at Zegnautus Keep is you've outworn your welcome with personal retainers."
There was a long pause before Y/N furrowed their brows and decided to get to the heart of the issue, sensing Ardyn wasn't himself.
"I know you don't exactly care for people, but is there anything I can do to help?"
"Why would I need your help?"
"You're trembling."
Ardyn was puzzled at first, then looked down at his hands that were resting atop his knees. Sure enough, his fingertips were quaking.
"So it would seem."
"Ardyn--"
"Y/N, join me."
"What?"
"Sit by my side."
"Ok..." Y/N furrowed their brows. The request was an odd one, but they complied. There was some hesitance before they took a seat upon the mattress. Their right leg was pressed to Ardyn's left. Y/N turned their head, watching while Ardyn stared forward and blinked a few times.
"Do you know what loss is?"
Y/N didn't answer right away. Their mind combed through the many experiences they had regarding the subject.
"Yeah, yeah I do."
"How do you personally handle the nonsense that comes with it?"
"That's...not an easy thing to answer but," Y/N bit the inside of their lip while thinking it over. "I remind myself the feelings I have, are not permanent. I try to connect with others where I can, especially if I'm dealing with a passing. Not that it's my business, did someone close die today? Is that why you were absent?"
Ardyn glared, casting his gaze elsewhere. "You can say that."
"I'm sorry--"
"Don't be. I don't need the pity."
Y/N refrained from saying anything else, deciding to let Ardyn to take the wheel of the conversation. Given what little they understood regarding his predicament, the last thing he needed was someone telling him what to do. Y/N couldn't recall there being anyone Ardyn was close with in Gralea. Then again he had his secrets. There was a reason he was a man of a million rumors amongst Niflheim citizens.
"Y/N," Ardyn sighed and put his left hand upon Y/N's right knee. He nearly withdrew, feeling them tense from the touch but remained upon seeing they weren't afraid. "Would it be too much trouble to ask for a distraction?"
"No, it wouldn't be a problem." Y/N shook their head. Their eyes briefly glanced at his hand. "What did you have in mind?"
"It's a rather odd request but--" Gods, he was really going to do this. "Would it be alright if I embraced you?"
"You're asking me for a hug?" Y/N couldn't help but let out a small laugh. That was the last thing they ever expected a man such as himself to say.
"You're right, it's pathetic." Ardyn sighed.
"No, no it's not." Y/N grimaced, realizing how callous their tone must've come across. "I just--it was--unexpected, but I have no problem with that. Are you okay with this though?"
"Beg pardon?"
"I mean--you're the chancellor, and I'm kinda at the bottom of the food chain. Is this appropriate?"
Ardyn smiled a little, shaking his head. "It's only inappropriate if I deem it so. In public, it would be another matter entirely. Alas we don't have an audience therefore it's not an issue to begin with."
"Alright, well--" Y/N gestured out with their arms and shrugged before settling them. A small smile graced their mouth. "I'm ready when you are."
Ardyn rolled his eyes albeit in an amused manner. He let the awkward energy between himself and Y/N settle down before making his move. Slowly, and with consideration, Ardyn wrapped an arm around Y/N's waist. He pulled their body into his, leaning his head against theirs. A nervous swallow came and went. Realizing this was the first time in almost 2,000 years since he had hugged anyone. He wasn't sure what to make of it at first, until a feeling of calm began to tide over. He was grounding again, little by little.
Y/N hesitated before wrapping their arms around Ardyn's body, pressing their cheek more into his chest. He seemed to be emboldened by that for they could feel his other hand atop of their head. His fingertips carding against their scalp. This went on for a while. Both remaining still in each other's presence.
"What are you thinking about?" Y/N asked quietly.
"A million things," Ardyn admitted. "And how I used to hold her like this."
Y/N hummed in response. There was a lot they wanted to ask Ardyn regarding the person he had lost. From his cadence, it sounded like it had been years since he had spoken to her. An ex perhaps? It was difficult to be certain, but Y/N knew it wasn't their place to pry. Ardyn would tell them when he was ready, if he ever was.
"She was lucky to have someone powerful like you that cared," Y/N reassured. "And I'm sure she was lovely."
Powerful. Ardyn thought bitterly to himself. He didn't feel so strong recalling the glazed look Aera had while she died in his arms. Even with the scourge and his immortality, Ardyn felt weak like any other man. He was tired. Tired of playing a role in the Gods grand theater. It would be over soon. He had to have patience.
The thoughts drifted away the longer he held onto Y/N. They were alive. He was holding a living person right now, and not the corpse of his beloved. No harm had come to them. The creature comfort of the thought was enough to calm him considerably.
"Yes, she truly was." Ardyn replied softly, his chin resting atop of Y/N's head while his hand retreated from their scalp. The hand snaked around Y/N's body, meeting his other arm that had been embracing them.
"Are you alright with prolonging this?" He asked.
"I'm fine with it," Y/N smiled against him, chuckling for a moment. "At least you smell good. I'm not going to pass out anytime soon."
"Har-har," Ardyn muttered. He too smiled. Maybe. Maybe the last of his days before meeting fate didn't have to be so bad. Especially if he could enjoy something so miniscule like an embrace once more.
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laqualassiel · 11 months
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Trying to decide in the Spark!Ardyn au where Ardyn goes after getting Blessed by Ifrit, because there’s no way on the Pyre he’s sticking around in Niflheim now that he knows Besithia is insane enough to try daemonifying an Astral.
Now the only question is: where does he go?
There’s Tenebrae, the closest and easiest to reach when Ardyn has no identification or money and hardly any knowledge of the modern world. Get Tenebrae world building and politics, stuff on the Oracle family, and eventual interactions with a younger Sylva, who might not even be the Oracle yet depending how old Sylva’s mom is. The threat of Niflheim discovering Ardyn (again) is highest in Tenebrae, given Tenebrae’s proximity and vassalage. The people of Tenebrae would likely be more religious than other countries, so we can build on the established Cosmogony and how that ties into the official religious doctrine. Ardyn’s grief for Aera would be more raw here, with Aera’s family as constant reminders. There’s also the possible conflict of the Oracles potentially knowing about Ardyn’s new Blessing, and if Bahamut had made known to the Oracles of his mandate that no other Blessings are permitted, that could put the Oracles in a position of having to choose between Ardyn and the will of the gods (or at least the only one whose actually awake). Depending on how far the canon historical timeline gets yeeted, Ardyn would be present when Noctis is brought to Tenebrae for healing and would promptly derail Niflheim’s whole invasion.
Next closest location is Accordo. Harder to get to because of the necessity of traveling by boat, but it is part of the Empire so there’s less travel restrictions to worry about there. Here we’d get Altissia world building and politics, meeting young Claudia Claustra and her movement to free Accordo from Imperial rule. No daemons in Accordo, so Ardyn’s magic would stay under the radar longer, and therefore less risk of Niflheim and Besithia finding him. Ardyn would integrate more into city life here, rather than living as a hermit. Dunno what Ardyn would do to make a living, but he’d pick up some sort of quiet career. In addition to meeting young Claudia, we’d eventually meet Prince Regis and his Retinue when they come to Altissia and get tangled in the politics there. There’s also the chance of Leviathan waking up and being Not Pleased to find the former Accursed and now one of Ifrit’s Sparks living on her front lawn. In this location Ardyn would probably get involved with Claudia’s underground resistance movement, and would probably interact quite a bit with Weskham after he stays in Altissia.
There’s Galahd, which has less world building needed (bless @secret-engima) but I could play around with the Clan politics of the time and their oaths to the Crown. Galahd would fold Ardyn in no problem, and without havens and only a scattering of temples Ardyn would put his magic to use the quickest of all locations. He’d be safest from Niflheim here, and pretty safe from Mors sending assassins too. Dig deeper into the differences between Galahdian religion and the official doctrine. Meet some of the baby glaives. Meet Prince Regis when he comes to Galahd briefly. Help fight the Niflheim occupying forces after Mors pulls the wall, which adds the risk of discovery from Niflheim.
Lastly, we’ve got Lucis. Farthest from Niflheim and hardest to get to, but the easiest to disappear in the Lucian Outlands. Would probably set up shop as the og ‘Witch’ of Malmalam Thicket, and meet young Kimya when she shows up demanding to learn from him. Highest threat from Mors’ assassins. Would likely meet Regis and co at least once. Offers the chance for Ardyn to rescue Cor from the Tempering Grounds, including a long overdue meeting between Ardyn and Gilgamesh. After Mors pulls the Wall, would have the threat from Niflheim’s invading forces. Ardyn would be more involved with the Hunters in this, if only tangentially, and might have more interactions with Cid and Cor as time goes on. Of course, being in Lucis means he’s faced with reminders of his brother’s family, and could even make the pilgrimage to Somnus’ tomb if he’s feeling particularly self-destructive.
So, any thoughts or ideas on where Ardyn ends up after running from Niflheim?
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y-rhywbeth2 · 5 months
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Gods & Clergy: Bane #2
Link: Disclaimer regarding D&D "canon" & Index [tldr: D&D lore is a giant conflicting mess. Larian's lore is also a conflicting mess. You learn to take what you want and leave the rest]
Religion | Gods | Shar | Selûne | Bhaal #1 | Bhaal #2 | Mystra | Jergal | Bane #1 | Bane #2 | Bane #3 | Myrkul | Lathander | Kelemvor | Tyr | Helm | Ilmater | Mielikki | Oghma | Gond | Tempus | Silvanus | Talos | Umberlee | Corellon | Moradin | Yondalla | Garl Glittergold | Eilistraee | Lolth | Laduguer | Gruumsh | Bahamut | Tiamat | Amodeus | The rest of the Faerûnian Pantheon --WIP
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Apparently, they are a beautiful combination of every dictatorship ever with some flavouring from the fucking mafia. They also sort-of have a Pope, and sometimes papal schisms.
Social Darwinism for everybody! And remember, Bane is always watching you - do not make him get involved, kiddies.
Can these people get any more delightful??
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"The world is made stronger by mighty and ordered rule, with the ruled made to fear their rulers and to hate common foes. Weakness and frivolity should be publicly destroyed for all to see and heed. Good is but a shelter for weakness and the whims of those who profess noble goals. Evil is the true state of nature, for winning is everything, and oppression is natural. Fight against good, and exalt evil. Tyrannize and destroy the weak, so that all in time become better and stronger, everyone knowing their place and not daring to question or foment disorder. "Be a tyrant. Make others fear and hate you, but awaken in them hatred of others. Aid tyrants and oppressors, but if they disagree with you or fellow Dark Hands (clergy of Bane) over policy, or turn back from tyranny or oppressing others, shatter them. We are the forge that tempers rulers, to make them ever harder, stronger, and more evil. Laws and rules, not wanton chaos, should reign. Eliminate lawbreakers. Kill or thwart a good creature every day (kill is better). Bring down arbitrary law keepers, and aid the brutally law-abiding. Make others fear Bane—and fear you—whenever possible." - Yet more Banite dogma
Good is evil, and Evil is good. Good is a lie, and Evil is the truth. The one thing all Banites agree on is that implementing Bane's rule is the only good option for the world.
Banite teaching is clear that a world of firm laws and an orderly society is the only acceptable world to live in. Chaos exists only as a tool to achieve this, and is otherwise sinful. This ideal lawful and regimented society will, naturally, be a surveillance state. The overabundance of divination spells and artefacts used for monitoring thought crimes, and the rank "inquisitor," don't exist in the church for nothing.
Society will be made better when the weakness is purged. By punishing the weak, one of two things will happen; they will break, and either clear the way for the strong, or they will take on the hatred and use it to make themselves stronger.
Dissenting opinion is bad, it breeds chaos and undermines order - and Banites are quite firm in their opinion that nobody else is governing their lands properly.
Under Banite rule, people suddenly "going missing" is just a fact of life. Sometimes they turn up a little worse for wear and/or with a mysterious new personality. Often they're just not coming back.
The good news is that since the death of the last High Imperceptor in recent years, the church hierarchy has apparently fallen apart again!
Banites are no longer quite so united by one long, globe-spanning chain of command and are all splintered into factions, backstabbing each other and fighting over which leader's vision and right to lead is greater than the others'. The lower ranks scheme to take the place of their hated superiors, even as they bow and scrape and dance perfectly to the tune of every command.
Bane is willing to tolerate this to a limited degree, because it keeps his higher ranked followers from abusing their authority for personal gain if the lower ranks have space to undermine them when they're unworthy. A "healthy" amount of infighting will cull the weak and ensure he only has the strongest followers.
There are limits though; start rocking the boat too much and Bane will personally smite you dead in front of everyone to make a point.
The Dark One watches his clergy, keeping an eye on those with potential rising through the ranks, and those whose behaviours are a little erratic for his liking. He's known for speaking directly into their minds, or the minds of the followers around them. Although sometimes he turns away to focus on something beyond mortal ken, which can last years, which is when the infighting tends to get really bad. Elminster likens it to unsupervised rats in a cage, gnawing on each other in frustration.
A Banite who shows signs of weakness and "wavering faith" will be demoted... if they're lucky. Other possible fates include the standard Banite fare of maiming and potential death.
Banites in favour with their deity and superiors will enjoy luxury and promotions: Having fun is allowed as a reward for being a good servant, but is not something you're allowed to take for granted. That's "frivolity" and will breed weakness.
The church mostly gets things done nowadays simply because the lowest ranks of the clergy usually attach themselves to some charismatic mid-higher rank, becoming their obedient and fawning slaves in the hopes that by helping them rise in the ranks their superior will elevate them too. Through this, teamwork is achieved and shit gets done. In the higher ranks, where everybody's too afraid of losing their hard won power, this cooperation tends to die.
The head of a region's Banites is the Inquisitor, all of whom answer to the High Inquisior, who is regarded much like the Pope is by Catholics on Earth. Sometimes the High Inquisitor isn't providing their role as arbiter of Bane's divine will on Toril right, and one or more other Banites make the case for themselves as Bane's real High Inquisitor and schisms result with all the usual drama.
When Banites of equal rank clash on something, technically the deciding factor in who gets the final say is supposed to be who has the highest levels in the cleric class (and thus their higher personal status with Bane). If it's equal, then it comes down to who has the highest influence/reputation amongst the other Banites. Ultimately though, the biggest factor is actually which of them their regional leader likes best (you're either in favour, or out).
Particularly within urban areas, Banites are usually hidden kingpins and crime bosses, working from the shadows. Those who seek power and influence may always turn to the followers of the Black Hand for aid; they are always happy to make friends and lend favours. You want to win the next guild election? You want to be governor? They can do that for you. They will employ bribery, kidnappings, blackmails, arrange assassinations, whatever it takes to get you in power. And then you will have that position you wanted, and you will owe it all to the Church of Bane, and to Bane himself, as their loyal puppet. You will obey every edict of Bane as yet another link in his chains. You will know that they did this for you, that they can do all this to you, and that everybody will know this should you go back on your end of the bargain.
The people who serve those people will also serve Bane, unknowingly. Eventually the entire city will serve, never realising who rules them, until one day the Banites' hold over the region is so ironclad that when they step forward to rule openly, and there is nothing anyone can do about it.
Banite infiltrations are highly organised, and are likened covert military operations, with the leaders given their tasks directly from Bane.
Through these methods, the Church takes over businesses, governments and even entire noble families.
Businesses are of particular interest, as Banites will seek to establish at least some degree of control over regional trade - especially contraband and other illegal businesses, and especially the trade of weapons and slaves. The money they make from this will go towards both the church and their own personal funds.
Few Banites are comfortable openly taking positions of power for themselves until they are certain that it is safe to do so. There's also that little drawback where your siblings in the faith will watch you carefully while holding their breath for a while, to see if you're as secure in your power as you seem to be - and then there's a target on your back because they all want your power for themselves.
Despite losing control, it seems some Banite presence lingers amongst the Zhentarim, where the divide between the cleric-based Orthodoxy and the reformist wizards lives on. The simmering tensions and would-be civil war are held in check only by the presence of beholderkin who will make an example of any idiots that try anything. Bane has no particular interest in seeing his clerics and mages fighting each other, and in most Banite circles the schism has died down. Some of them are even friends and "companions."
(Yes, even Banites have friends. Mr "frivolity should be publicly destroyed - make others fear and hate you" doesn't necessarily approve, but his followers are still only human[oid].)
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"…Bane is rash, impetuous, and arrogant. He’s no patient, long-term schemer, but lives in the present moment (he wants results NOW). And his pride often makes him over-estimate his own prowess, and ignore his own faults." - Ed Greenwood
Going by some lore; Bane is also an unwitting puppet of Jergal (who is The long-term schemer), intended for one of the older deity's infinite supply of schemes - although his strings are not currently being pulled. He is the dead soul of a mortal man, imbued with divine essence and Jergal's portfolio of Tyranny. "Jergal [on his end] has no intention of treating Bane like a puppet until he has to."
Bane died long before the Three reached Jergal, and the god "stored" his soul away, recognising a similar "quenchless hunger to rule all, and be feared by all through the maliciousness and malevolent [attentiveness] of his rule."
Bane's memory of this has been removed by the Forgotten One, and he wouldn't believe you if you told him so. Whether the other two have had their memories so edited is unknown, but possible.
His original, pre-Time of Troubles holy symbol was intended to be a severed hand in a spiked black gauntlet, dripping blood from the stump (the middle droplet being the longest). The presumed reason for it not appearing in official Realms products is wariness of the Satanic Panic leading to its censorship.
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sparklecryptid · 2 years
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Moose is having a great time. Moose is having the best time of her life. Moose is absolutely not going to regret this in the morning or when she becomes sober.
Taking the bottle of whiskey from her bosses stash was not the best idea, but Moose had needed the liquid courage to finish this harebrained scheme of hers so she paid her boss in full for the whiskey and promised to open it at home.
A promise she had broken, as evidence but the guards attempting to grab her and the fact that despite her stumbling into the throne room she has somehow managed to stay put using all of the one hundred and fifty pounds of her body and planting her ass on the ground.
Moose squints at the King and his Council. She is very probably very close to dying.
She doesn’t really care, given the fact that both Titus and Ardyn are in this room too she knows exactly what is happening.
“You’re all idiots,” Moose announces with thr gravity of a seasoned prophet, “But you King Regis, are quite possibly the most idiotic man I have ever had the displeasure of meeting.”
She pauses to take another swig of her bottle. Someone tries to move her and Moose should have been moved forcibly by the guards a while ago but it feels as if she’s made of water and stone, it feels like she’s unmovable.
Moose doesn’t question it, all her attempts at plot changing have failed so why not bitch out the King before she dies?
“What kind of father refuses to fight for his son?” Moose demands, “I mean sure, there’s the whole prophecy and whatever but the fact you’re just lying in wait for it to happen? Come on. Come on. What ridiculous, stupid, foolish person does that! Where’s your fight asshole! If you’re going to let a city fall for the sake of the everything else at LEAST make an effort to fight for us first!”
Moose turns her glare toward Ardyn.
“And you! You gentlefucker! You are just as bad as him! Ohhh I’m going to succumb and follow the orders of the god who cursed me ohhhh! Shut the fuck up! You are literally immortal! You can fuck all the shit up! You can turn the tides on Bahamut if you wanted to but you don’t because you’re still faithful you still think you need to play your role but that’s bullshit!”
“King Regis,” Ardyn says and there’s a threat in his voice that Moose ignores and slouches down to glare at everything and everyone, “Who is this?”
Moose holds her access card aloft in the air before Regis can answer.
“I am a fucking intern,” Moose says, “A fucking PhD and too many years of school and all I fucking get is a lousy intern job. This city fucking runs on unpaid labor.”
Moose blinks, suddenly aware of the world turning blurry.
“Fuck.” Is the last thing she says before blacking out.
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