Tumgik
#trouble doombringer
babyprime · 1 year
Photo
Tumblr media Tumblr media
some character expression sheets for practice
2 notes · View notes
y-rhywbeth2 · 5 months
Text
Gods and Clergy: Myrkul
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
Now this is what I call a proper death cult. Now that I'm pretty sure I have all information on this asshole, here's Myrkul to finish off the Dead Three - He offers free hugs sometimes. Do not accept one.
Intro: We have too many death gods in this setting.
Clergy: Stuff like kindness is for the people who are currently dead, to hell with everybody who's alive.
Gray Ones: I know clerics usually make better necromancers than wizards who specialise in it, but come on.
Myrkul: Bane's got issues, but I think Myrkul might actually be the most effective villain here.
---
"Know me and fear me. My embrace is for all and is patient but sure. The dead can always find you. My hand is everywhere - there is no door I cannot pass, nor guardian who can withstand me." - Myrkul's dogma
"Make certain daily that all fear the Lord of Bones—who cannot be evaded, hidden from, or shut out. For the dead are his subjects, and the slide into death his pleasure and his dominion. Speak daily to all you meet of the Doombringers to come and Doombringers past— those moved by Myrkul to bring death, delivering souls to the one who shall have them all in the end, the mighty and the low-born, the cloaked in proud Art and the barely able to speak. Silently remind folk of death by your garb, the skulls you carry, and the finger bones you trail behind you as you travel. You fear nothing, or to harm you is to die." - more dogma
Myrkul's dogma that has caused a lot of confusion.
"Myrkul was the god of the dead, as opposed to the god of death [the instance of death and the transition between [life and death]], which was the province of Bhaal."
Bhaal is the god of death with a focus specifically on the moment life ends, he doesn't care about the before or after, only the moment of death. Myrkul was the god of those who have already died, shuffled off their mortal coil and joined the choir invisible - he's just a sadist about it and wants you to be aware of your mortality while you're still alive, and also enjoys it when you die. Kelemvor actually holds dominion over the dead at the moment, but I'll get back to him.
Myrkul is very keen to be feared; to remind the living that their time alive is finite, and once Bhaal ends that fleeting life then they will be in Myrkul's kingdom.
His divine portfolio includes aging, exhaustion, decay, the hours of dusk and the autumn months - things that remind mortals of the entropy looming over them throughout their every living moment, bringing you one step closer to his kingdom. Another portfolio of his is parasites: the hidden thing inside you, sucking your life away. It's so important to Myrkul that you remember that you are ageing. You are always dying, slowly.
To this effect he really enjoys crashing funerals, manifesting in front of the grief stricken funeral goers to remind them that one day they'll die too! He'll also drop by at night and visit you in your nightmares, for the same reason.
He lost rulership of the dead when slain in the Time of Troubles by Midnight (soon to be Mystra), and the portfolio eventually passed to Cyric and later to Kelemvor.
Now that Myrkul has returned, Kelemvor remains god of the dead, but Myrkul maintains his older domains. He is the god of the slow march of life into death, with all the aspects mentioned.
He's also the most sadistic asshole, but I'll talk about that further in.
Temples of Myrkul begin with a mausoleum built above ground (as big as possible and decorated with the most intimidating statuary the builders can think of), which extend into necropolis underground, which are guarded by undead. The temples are often filled/covered in smoke from the crematoriums inside. The walls are decorated with images and statues of people of all genders, races and ages depicted in various forms of death and stages of decay.
-
Myrkul and his worshippers, known as "the Anointed" are and always have been extremely unpopular. He receives offerings at funerals, but nobody particularly wants to worship him, and those that do are regarded with fear and the subject of rumour and horror stories.
His few priests come from people of a morbid bent, who enjoy the fear and the tales of how they can sicken and kill others through a mere touch, or that those who offend them in any way will die - and that all Anointed will know when one of their own has been killed, and by who. Anointed don't actually kill anyone as a rule, that's a job for Bhaalists, but they do make a special exception for people who pretend to be one of them in order to exploit their intimidating reputation. Such people die in spectacular, public fashion - as painfully as possible.
They also make an exception for law keepers and others in positions of power who try to oppress the study and practitioners of necromancy, although finding non-lethal means of making these people change their ways is common enough.
Myrkul's followers are to speak as little as possible, and when they do speak they speak as softly as they can while being as laconic as they're able. "It is poor form among the Anointed to show emotion when one can instead speak coldly and flatly, and maintain apparent calm."
At this point, people are so desperate to stay away from them that a Myrkulite can flat out just walk into your house and take whatever the hell they want. You like being alive and look forward to a happy afterlife and are not going to stop them. Many Myrkulites get extremely rich this way, and Old Lord Skull himself doesn't seem to care.
When in public they Anointed always wear skull half-masks, coating every inch of exposed flesh on their body with ash. They also carry human skulls with them - due to the skulls, they've often known as the "Grinning Anointed". While at the temple, or on ceremony, they wear full body, deep hooded black robes, tied around the waist with a white sash, and forgo shoes in favour of being bare foot.
Their entire job, as far as the living go, is basically to torment people and remind them that their life is ultimately pointless and that they're going to die.
While they're absolute monsters towards living beings. whom they and their god abhor, the Anointed typically hold those who are dead in reverence. Resurrecting the dead is a blasphemous act forbidden by the faith, and Myrkul only rarely permits it in exceptional circumstances (although a technical loophole exists in that you can get a priest of a different god to bring back a dead person for you.)
Other, less sadistic, duties include carrying out funerals and seeking out and burying the lost dead. They seek to make the dying comfortable in their last moments, and help them get their last affairs in order - a duty that they now, presumably, share with Kelemvorites. Myrkulites will typically go out of their way to make sure that the last wills and testaments (and similar) have reaching effects after a person's death, so that they may hold influence on the living from beyond the grave. Another thing they share with Kelemvorites is that they personally do not view death as unnatural or something to run from. Where they differ is that Kelemvor teaches the living not to live in fear of death, while Myrkul wants mortals in constant dread.
Myrkul's priests are often blessed with a high tolerance for disease, which makes them particularly useful for disposing of the bodies of plague victims.
Myrkulites often have a special reverence for necromancy, again due to its ability to allow the dead to affect the living. They call it "the sacred hand that reaches from the grave."
They are also charged with spreading tale of those the faith reveres as "Doombringers" - those driven to avenge the dead; friends, lovers, mentors and other loved ones sent or driven into death one way or another by the actions of their target/s.
A Myrkulite can be hired as a doombringer, the cost of which is sometimes called a "skull fee", however they will not work for the still-living. They can only be hired on behalf of the dead, or in advance of one's death.
Myrkulites should not expect much of a social life outside of the other Anointed, and most will leave wherever they were raised and/or lived, as their communities certainly wouldn't appreciate having a Myrkulite in their midst.
The clergy contains many titles, each conferring a specific necromantic spell taught or priestly duty (most of which are not actually described). Once these were in rank, however in recent times the hierarchy has become a loose grouping by age and experience into Initiates, Lesser Anointed, Anointed and Higher Anointed. Myrkul did away with the concept of high priests after certain incidents involving a rebellion against him.
The titles used to be: Daring One, Night Walker, Bone Talker, Shroud Wearer, Crypt Carver, Bone Dancer, Ritual Consecrator, Undead Master, Withering Lord, Deathbringer and Elder Doom (the later of whom have influence beyond a single temple or settlement).
Bone Dancers perform ritualistic dances that animate the dead as guardians of a site. Ritual Consecrators are basically the clergy's craftsmen, responsible for dedicating the altars, making the scythes and preparing the materials for magic. Withering Lords use magic that causes living flesh to wither and die, and Deathbringers can cause you to drop dead by pointing at you.
Anointed greet their equals and juniors as "Death [Surname]" and their senior clergy as "Most Holy Death [Surname]."
Lower ranks owe little in the way of reverence to their seniors, aside from obeying reasonable instructions and offering aid, money, food or shelter when the moment calls for it. The senior clergy should not be living off of the backs of the lower ranks, and if they attempt to abuse their power then the junior clergy are free to defy them.
Initiates to the faith are taken into the crypts, to meet the corpse of a former high-ranking priest. There, the ritual spell speak with dead is used to allow Myrkul to address the initiate personally, imparting his dogma upon them.
Myrkul is known to visit his favoured followers to give them a hug. Said hug is full of necromantic magic and is highly likely to kill you. If it doesn't you will be horrifically withered and traumatised for life, but Myrkulites consider survivors to be blessed.
When Cyric took over as god of the dead, unlike their Bhaalist and Banite counterparts who had schisms and purges over it, the Anointed simply carried on as usual. Their complete indifference was about as close to enthusiasm as Myrkulites get. While many were just as indifferent when Cyric was replaced by Kelemvor, he proved to be a bit more controversial, due to the ban on necromancy.
Myrkul is worshipped at dusk every day during a ritual named the Dusking. Grave dirt, or the bones and ash of the cremated, are offered to a black altar decorated with bones. Above the altar a human skull is enchanted so that it floats and glows dimly. The purpose of the daily ritual is to remember that death follows closely behind all living creatures, and those who don't chose Myrkul as a patron deity are encouraged to give their own offerings. The begining and ending of the ritual is marked by the toll of a bell (a deep, reverberating one, not a high note). Each time an offering is made the bell is tolled again. Particularly devout Myrkulites will hold a personal prayer at any time during the hours of darkness that night.
There is only one holy day, held during the Feast of the Moon when everybody honours the dead. Myrkulites call it "the day the dead are most with us." It's believed by them that the dead walk the world as ghosts to seek their loved ones, enemies and descendants - either to observe or to pass on messages. They celebrate the dead with chants, prayers and hyms and end the day with a ritual called the Flagons of the Fallen, where they set glasses of wine on fire with magic to grant the spirits a momentary respite from their "eternal chill."
-
The priests that dedicate themselves to Myrkul alone amongst the gods are the Grey Ones (also known by the nickname, "fingerbones")
Grey ones are master necromancers, and can command far larger hordes than normal. They are also masters of lore regarding undeath, all forms of undead and the outer planes and the fate of souls.
They're resistant to any spell effects that cause death
They do not display any negative effects of any diseases or parasites they may be hosting, although they can still contract them. For example, an Anointed could visibly have leprosy, and it will kill them, but they won't feel it or be bothered by it until it actually kills them.
They can magically put themselves into a state where they appear to be dead to onlookers.
They can summon Deaths to serve them - grim reaper looking undead who serve Myrkul.
They can wither living flesh at a touch.
Once a tenday they have access to a unique spell called the Hand of Myrkul, this wreathes their hand in flame. If they touch a living creature with this hand, then the victim must make a successful roll or they will die. If the target dies, the Gray One must also make that same roll, or be slain themselves.
They can stagnate water and create or worsen structural weak points in inanimate matter.
They can turn wounds and injuries necrotic.
They have a unique version of the spell finger of death where the priest points a finger bone at the target, says the incantation and if the damage caused kills the target then they can't be resurrected. If they don't die, then the Myrkulite can perform a ritual involving holy water that will turn them into a living zombie under their command.
-
Myrkul himself is a Neutral Evil deity and his domain is in the Lower Planes on the Grey Waste of Hades. Born Myrkul Bey al-Kursi, a talented necromancer and Crown-Prince of a kingdom called Murghom. His kingdom was a vassal state of the ancient empire Mulhorand, and the prince wasn't satisfied with such meagre power. So off he travelled, eventually running into Bhaal and Bane, who were already allied and being compelled to seek out and slay ancient gods due to horrific visions being inflicted on them by the god Jergal. This, of course, is what we call an opportunity for better power, so Myrkul joined them and the three went on to steal divinity from many beings and ended up becoming the Dead Three. He was slain by Midnight, who would become Mystra, in a battle in Waterdeep during the Time of Troubles.
Myrkul's personality is described as cold and malignant, and the god himself is known for his cruel intellect. He never gets angry or raises his voice, only ever speaking in a whisper. Whenever his plans are foiled by mortals he only ever responds with amusement.
Sometimes, just to keep mortals on their toes, he pretends to be kind.
Myrkul's avatar is much like the traditional grim reaper (scythe included), but with four arms, and his face still has some skin - flaking, withered skin covered in lesions and his lips and black and cracking. His sunken eyes "gleam with a cold, evil light." He levitates rather than standing on the ground. His touch is lethally icy, both physically and on a spiritual level. He can also inflict a flesh-eating disease on people though touching them. Regardless of how much damage it inflicts, after being in physical contact with Myrkul, a living being sees all other living beings around them as corpses for a varying period of time. His scythe causes fatigue and weakness in those it touches.
All skeletons and zombies obey him absolutely, regardless of who created them. Much like Bhaal, Myrkul can create any form of undead by touching a corpse, and sapient undead such as mummies and vampires created this way are bound to his will for a single task after which they are fully free willed. He can reduce all undead to dust with a touch, and they cannot harm him in any way.
Myrkul also manifests as a flying human skull with lights in its eye sockets, and can vary in size from normal skull to being six foot tall. He can also manifest as a skeletal arm wielding a scimitar, which has much the same effect as the scythe.
Myrkul can cast any spell except those that create light as a primary effect.
Naturally his divine servants and messengers are undead, and he's been known to unleash armies of the dead on the living.
Various things Myrkul will send to his faithful to show his favour or disfavour include; bats, panthers, hell hounds, nightmares, black roses, jet, obsidian, onyx and corvids. The animals will aid his faithful, if in favour and cause harassment or harm to show his disfavour. They can also be sent to attack his followers' enemies.
His top hits in contribution to the Realms include:
The Wall of the Faithless. Nobody actually asked for the souls of those who cannot be claimed by any of the gods to all be packed together and turned into a mouldy, eternally screaming wall where they will experience agony untold for millennia as their memories and sense of self are slowly eaten away until nothing of them is left. But Myrkul is the gift that keeps on giving, so he gave the Wall to the Realms anyway.
The Spirit Eater Curse: So one of his old Chosen, raised from birth to serve him with blind loyalty, got a girlfriend. Then this girlfriend ended up in aforementioned wall of screaming souls. Said Chosen rebelled in order to rescue his girlfriend, so Myrkul did the only reasonable thing and put him in the Wall (even though this is a breach of divine cosmology) and then took him back out when his personality had been erased and dumped him back on Toril. What was left was a soul eating parasite - a void that feels only hunger and can never be filled, ruining thousands of lives and leaving spiritual desolation wherever it went. Did this have anything to do with being a punishment for the former high priests rebellion? Sort of, but ultimately, not really, no. This was Myrkul's equivalent of Iyachtu Xvim and the Bhaalspawn; as long as the curse exists, a fragment of Myrkul remains in the world and he cannot die.
The Crown of Horns: Originally crafted by Jergal. A circlet made of electrum, with four bone horns at the corners and one large black diamond centred over the brow, radiating necromantic energy. Before the Second Sundering, the crown hosted a portion of Myrkul's essence. The crown has mind-affecting magic that sows discord amongst all in its vicinity who don't worship Myrkul, who it can bind to the yugoloth fiends of the Lower Planes, and its power also drives them to covet the crown. All who wear it have their minds consumed by Myrkul as it slowly turns them into a lich. They usually then start acting as an evil necromancer overlord, raising the dead and trying to take over the nearest city/kingdom/whatever. At their worst, wearers of the crown have been strong enough to challenge Bane's church (although I don't think they've tried).
Myrkul's been keeping the crown teleporting around the world, post Time of Troubles, landing out of reach of meddling Harpers and kept within reach of idiots.
98 notes · View notes
shoppncarticles · 1 year
Text
Absol
Tumblr media Tumblr media
Absol is another single-stager among the Gen 3 Pokedex, but managed to score quite a bit of attention thanks to a decent stat spread and a pretty developed characterization.
Despite being a Dark type, Absol is actually a pretty peaceful creature, rarely trying to stir up trouble and mostly staying away from human settlement. When Absol does make its presence known, however, it does so as a warning to people of oncoming tragedy, usually natural disasters. However, people aren’t very smart, so began to believe that Absol was the one who caused the natural disasters, outcasting it from their settlements for daring to warn them. Thus, many fans have come to love Absol dearly for its misunderstood protector shtick, only helped by the sheer anime edginess it’s designed with.
Absol has an almost perfect design for the character it’s been paired with, a sleek mammalian creature decked out in snow white fur, with a shaggy scruff around its neck. Absol also has a vaguely human face, bringing to mind several mythical creatures like the sphinx, which helps to accentuate its nature as a creature heavily discussed in folklore in the Pokemon world. Another cool touch with Absol is the yin-yang like shape produced by its harl curl and asymmetrical horn, displaying how Absol acts neither in entirely good or bad faith. A true ambivalent mythical creature for all the highly impressionable 2000s kids to fall in love with.
Absol’s Dark typing is a bit strange though, since unlike Crawdaunt or Cacturne before it, Absol doesn’t really have a malicious nature often emblematic of the type. It’s more reflective of the doombringer impression humans began to recognize it for, so unless Absol sort of evolved in a way to reflect this treatment, the true nature of its Dark typing will remain a mystery.
Tumblr media
Perhaps in part due to its popularity, Absol too would receive a Mega evolution, where not much changes about it other than its fur growing shaggy, its horn and tail developing in shape a bit, and two (functionless) wings sprouting from its back. This gives Absol a more divine, almost fallen angel look, which I imagine is totally perfect for all its fans and fits its early 2000s edgy persona wonderfully. It’s a bit surprising to me though that it remains a Dark type, you’d think that being one of the premier Mega evolutions back in the day that Game Freak would want to give it the then-new Fairy typing as well, especially to help match its deep ties to folklore and urban legends.
Score: 4/5
Tumblr media
Not my preferred type of creature, but one I totally get the love and appreciation for.
[Gen 3 Archive]
8 notes · View notes
elenamegan14 · 2 years
Text
Encanto Disney Crossover AU
Spoilers for the end of Encanto.
Okay, okay, okay. Listen. Remember the climax where Mirabel ran away because it was her fault that Casita is destroyed and her family lost her powers? Okay, what if the one who found her in the river is not Abuela Alma...
But this bastard instead. 
Tumblr media
Yup. Hades, the “Lord of the Dead”... or whatever Colombian folklore figure Hades is pretending. 
So, he kinda saw Mirabel’s predictament and hear me out: someone like Hades knew about the true magic of Encanto and how it works. And while fueling Mirabel’s insecurity as a “doombringer” for her family, he makes a deal with her. 
Hades will not only return the magic to Encanto... but he will also fulfill Mirabel’s wish of getting a gift like her family. Because he knew that Mirabel wants the gift... because of her need to be accepted. Thus, if Mirabel accepted his deal, then not only will Mirabel came back as a “hero”...
Alma will be overjoyed. 
“Whaddya say? Not a bad deal right? YOU work for me, I get something out of it, you get something out of it, it’s a win-win. Huh? Come on.” 
And boy, Mirabel is tempted.She is in the state where she is extremely stressed from the whole casita fiasco. And she will do anything to restore the magic that her family has, even fi she did not ask for the gift. 
Tumblr media
And, well... she accepts Hades’s offer. 
What she did not know is that while Mirabel does get her own gift - it was actually more malevolent than she thought. Hades restore Encanto’s magic, but he kept them imprisoned under his rule. 
And the guilt Mirabel gets is only deepened that Mirabel refused to see her family again because she really does bring danger around her. 
But since this is Disney, Mirabel will receive help. Maybe Raya came in to bring her back to her senses to stand up against Hades. 
Tumblr media
Or someone like Aladdin who use his wits to make a deal with Hades and helped Mirabel to own up her mistakes and reconcile with her family. 
Tumblr media
Actually... having Mulan help Mirabel works too because she knew how it feels to have let down her family.
Tumblr media
But someone who probably have some family issues and able to reconcile despite all the troubles can also help too. Tell Mirabel that her family cherishes her so much - they were begging them to save Mirabel and forget about the magic. 
I know certainly that Elsa can threaten Hades with her iciles. and Stitch could hit him with Cerberus several times should he choose not to budge. 
Tumblr media Tumblr media
Or... we can leave the emotional mend to them and let Hercules do the job because... yeah. Hercules would not stand a villain who exploit girls with self-esteem issues to do his dirty work. You can ask Meg about that. 
Tumblr media
Anyways, just my two cents of Disney Crossover AU for Encanto! Because Mirabel deserve that validation for being the best Madrigal. 
113 notes · View notes
fountainpenguin · 4 years
Note
What are your favorite small details that you’ve noticed in your favorite shows? Things that the people working on the show really didn’t *need* to include, but did anyway in a way you appreciate. Body language, visuals, callbacks, remembering a random trait of a character and referencing it or bringing it up again, etc. Any random detail about a show that makes you happy to remember. Go wild!
I love how expressive Mikey Munroe is with his hands. Hands are my favorite body part when it comes to body language. If I feel sad or get stuck writing a scene, I like to flip on a random episode and just watch his hands.
I love that episode in “ChalkZone” when Rudy’s baby cousin Sophie starts doodling and all she can make is scribbles. Rudy thinks her art is meaningless and is personally offended when the ChalkZoners adore and praise her work. The Zoners don’t judge you for your art skill- they appreciate all art equally.
I love the extras in “WordGirl” and how they become fleshed out over time. I love how you can see their stories progress in the background and watch them become friends even though there aren’t episodes focused on those friendships.
I love how Kid Math doesn’t leave Earth after his debut episode and he can still be seen trying to integrate himself in Earth society (both as a superhero and a regular kid). Also I love how his regular kid disguise is literally just a shirt and shorts he threw on top of his costume. And I love WordGirl pretending to examine her nails when she’s putting on a confident persona even when she’s wearing gloves.
I love the little details in “T.U.F.F. Puppy” about animal people world, like the bathrooms for all different species.
Tumblr media
I love the way their culture treats insects. It’s legal to wear flea collars and use bug spray, but if an insect gets hurt and someone calls an ambulance, the doctors will be there. Same deal when it comes to mouse traps and fishing. It’s a good take on how to balance nature in a predator/prey culture.
I love the weird host/parasite relationship Keswick and the Chief seem to have going on. I love how when someone says something like “Look what the cat dragged in!” or “You dirty rat!” there’s just… this two seconds of awkward silence and no one has to say it but it’s clear that was Not Politically Correct.
I love that one scene where peaceful music plays and Kitty is cooing over the deer eating out of her hand and the camera pans out and reveals the deer is an anthro and that is just A Thing anthro deer do. The whole show gives Far Side vibes and I love it. That’s absolutely my sense of humor.
I love how Timmy takes care of Cosmo and Wanda when they’re hungover on candy and soda in “Power Pals.” He doesn’t ask what they need, he just does it… implying this happens often. There’s also an episode where she and Cosmo have a probation hearing, meaning they got in BIG trouble for something… and since Jorgen flips out when he finds Wanda scarfing down chocolate, it was probably their tendency to get drunk on the job.
I love how Timmy kept heat vision for four seasons (“Escape From Unwish Island”) because he never unwished it after the Season 1 episode “Father Time.” The fact he still has it wasn’t even relevant to the plot, it was just acknowledged that he still has it.
Cosmo and Anti-Cosmo generally use the same body language, but for opposite emotions:
Tumblr media
Timmy’s Mom boards a bus labeled Tibecuador in Season 6, confirming an entire continent between North and South America wasn’t erased after its first appearance in Season 5.
In the Season 10 episode “Fairy Con,” a lot of the tents from the Season 3 episode “Cosmo Con” can be seen in the background.
Cat memes and motivational posters in Fairy World are replaced with pixies.
Schnozmo instantly rescues his brother and nephew when they’re falling to their doom, but actively chooses not to catch Timmy and Wanda. “Hmm… Nah!”
Tumblr media
The Burger World employee from Season 7 returns in Season 10, still hanging around Dimmsdale after Foop blew up his old restaurant.
Multiple episodes imply Happy Peppy Gary and Betty were aware of magic and working with the Pixies the whole time.
Timmy is sensitive to foul language, even snapping at Vicky for saying “Moron” on public radio. In contrast, sweet little Chloe Carmichael swears but keeps getting censored onscreen.
There are at least two other godkids in Timmy’s class…
Tumblr media
… and both were absent in “No Substitute For Crazy” when Doombringer searched each kid for fairy dust.
Kevin can’t walk as fast as his uncle. When Crocker walks, Kevin falls farther and farther behind.
In “When Nerds Collide,” there’s a brief moment where the Anti-Fairies come flying out of a portal. Anti-Cosmo and Anti-Wanda are holding hands.
Tumblr media
When Foop is forced to work together with Vicky in “Scary Godcouple,” his magic changes color the more she torments him. At first he has brightly colored magic and has a good attitude, but his magic slowly changes to green the more miserable he gets. Of the possible colors of magic, green and red are the rarest in the series. If I recall correctly, the only other occurrence of green magic was when Cosmo and Wanda got in a huge fight back in “Apartnership.”
Foop is a Kelly Clarkson fanboy and if you look at her songs from his point of view, a lot of them could relate to his dissociative identity disorder.
In “Who’s Your Daddy,” a van comes barreling down a Fairy World road and it has no wheels… it doesn’t need any because it just flies.
After the Season 3 episode “Engine Blocked,” Vicky can be seen driving the Striker Z, still damaged from falling off a cliff (Here it is in Season 5).
Tumblr media
*Inhales*
In “T.U.F.F. Puppy” the series starts with all these villains who call to alert the secret agents about their evil plans and this is generally regarded as a bad move to the point that one villain’s henchmen defects from the criminal organization to found a new one that solely revolves around revealing your evil plans after you’ve already committed a crime and not before, but halfway through Season 2 you learn it’s a long-forgotten law that it’s legal to break out of jail in Petropolis as long as you call in about your next scheme and this hints at a long history of evil parents teaching their evil offspring that This Is Proper Criminal Etiquette so you just get “Monologue to the heroes” scenes that are silly yet have this complex backstory behind them and it really drives home the fact that the Fiendish League of Potential Perpetrators are outsiders in this society who are copying what they see the big-name villains doing but don’t actually know their rights because they’re basically big little kids who just want to be cool and I am HERE FOR THIS. Also Snaptrap once chose to spend 3-5 years in jail instead of breaking out and then revealed his next scheme ANYWAY and it’s just a really layered joke that makes me laugh. That’s my sense of humor.
23 notes · View notes
doomedandstoned · 6 years
Text
South Africa’s Mad God Face Off With Devils In Bruising New Doomer
~Doomed & Stoned Debuts~
Tumblr media
MAD GOD is a hell of a name for a band. It's brash, frightening and, if there is a God, probably true. Literature is replete with tales of madness, from throne room to darkest cavern. After all, what could be more frightening than insanity? Worse still, what if God were bonkers, too? It's an idea pregnant with possibilities and this week, the Johannesburg trio of Tim Harbour (guitar, vox), Evert Snyman (bass), and Patrick Stephansen (drums) gives birth to another album of vignettes from our mad, mad world.
'Grotesque and Inexorable' (2018), besides being a vocabulary expanding mouthful, will have fans of H.P. Lovecraft whipping out their magnifying glasses, looking for signs his influence throughout. What's behind those glowing eyes? Is that perhaps a ritual knife? And what of that ghastly cephalopodic tail? It all beckons us to venture closer, to stroll deeper into the bush. Only here in nature's primitive darkness can we see clearly.
Tumblr media
This is not an interpretive dance through Lovecraft's greatest hits, however. What Mad God have assembled is essentially a horror anthology, each of its six chapters bearing witness to some monstrosity -- real or imagined. All of them are unimaginably terrifying.
"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown." (H.P. Lovecraft)
The parade of deplorables kicks off in the cemetery, where apparently if there is no rest for the wicked, then neither will there be respite the just. "Haunting the Graves of the Unhallowed" is like a nod Unhallowed Graves and perhaps The Reluctant Dead by the pioneering author of African horror, Nuzo Onoh. Mad God bring a Goyaesque gravity to the song, with the witchy metallic grit of early Yob or the bitter-sweet ire of Trouble -- all caged with the expansive song structure made a staple of the genre by the godfathers of doom, Black Sabbath. That's for those of you reaching for a point of reference in this slow-burning, bubbling cauldron of toxic stew. It won't take long for you to acclimate to the flavor, and with repeated spins you'll be easily picking up on the Mad God distinctives.
If the first track draws upon the supernatural, "The DeZalze Horror" is grounded in grizzly physical reality. In January of 2015, the papers greeted South Africans with the strange story of a millionaire and his family massacred at the DeZalze Golf Estate golf resort outside of Cape Town. Henri van Breda, was the apparent lone survivor and claimed amnesia about the whole event. He evaded justice for a year-and-a-half, until all evidence in the investigation confirmed that the 20-year old Henri had indeed wielded an axe against his father, mother, brother, and sister (the latter being the sole survivor).
Tumblr media
Mad God's mean, sludgy swagger makes this track a fitting bedfellow with Church of Misery's bevy of serial killers. Tim's guitar chugs along like someone pacing hallways, Evert and Patrick's rhythm section makes me think the bump and drag of the axe's head along the floor, while Henri laments the shocking outcome of his brutal rage. A bluesy, fuzzy interlude brings us the 911 call, and the drums pound like sunken heartbeat, resigned to the awfulness and permanence of one's decision.
Last month, the band chose "I Created God" as the album's first single. "This song was written after watching a Charles Manson documentary, following his death in 2017," Tim Harbour explains. Though Manson remains the perennial muse of songwriters, he hastens to add: "This song does not condone the actions of the cult leader, but rather delves into the psyche and motives of both him and his followers around the time of the murders that took place in 1969." As one might expect, the lyrics aren't pretty, underlying the band's thesis that despite the beauty and good in the world, the ugliness of evil is never far behind and is often three steps ahead. Unlike the notorious fascination of Uncle Acid & the deadbeats for Charlie, Mad God's musical characterization of Manson and his Helter Skelter scenario is somber, with his mad ramblings echoing through the song's final stretch.
Tumblr media
"The Crawling Chaos" follows, a reference to the short story written by Lovecraft, but based upon a dream of a companion, poet Winifred V. Jackson. A hazy, Alice in Wonderland ambience opens this opium fever dream, in which an accidental overdose leads to a misshapen landscape mired by 50 foot waves, outsized flora, and bizarre trip beyond the Milky Way. The song is perhaps emblematic of the horrors lying dormant within each of our mind, not to mention the subtext of addiction.
"No Prayers, No Fires" is my favorite of the lot, for it led me down another fascinating rabbit trail. This one took me all the way to one Herbert George Wells -- yes, the self-same H.G. -- who wrote a non-fiction book speculating about the future of society. Central to his book, 'The Future in America: A Search After Realities' (1906), a travelogue of impressions from his first visit to the States, was the Oneida Community of New York. Once hailed as a triumph of human cooperation and communal living, there were now "no prayers, no fires upon the deserted altars of Oneida any more forever..." Their leader, a cultic figure by the name of John Humphrey Noyes, wanted to bring about Christ's fabled millennial kingdom (which was all but an obsession of 19th century religionists), but the enterprise fell upon scandal and financial ruin. The evil groove of this song is key to its success and the band is in fine form for the duration.
Tumblr media
At last comes "Wild Hunt," which returns us to the spirit realm for a romp through the underworld, with faintly human apparitions fastened upon their ghostly steeds in pursuit some unknown prey. Legend has it that those among us unfortunate enough to see a vision of the Wild Hunt will be met with sure calamity. It's not a fast song, as we've become conditioned to by bands that tend to go nuts with the "wild" part. Mad God's take is, in fact a sad one -- more in the spirit of Reagers-era Saint Vitus or more recently, Pallbearer. These departed spirits are "bound by eternity" to chase after desires they could never be satisfied in their former lives, nor in this pale existence. It's a tasteful conclusion to the album, though it does leave one with a feeling of melancholy.
Mad God's Grotesque and Inexorable drops this weekend and can be pre-ordered here. Of all the surprises we've been treated to in 2018, this is perhaps the grimmest and most tantalizing -- not unlike a Lovecraftian monster.
Give ear...
Grotesque and Inexorable by Mad God
Some Buzz
'Grotesque and Inexorable' (2018) is the 2nd full length release by Johannesburg doom metal band, Mad God. Mad God was formed in 2014 by Tim Harbour, Tim Harrison and Patrick Stephansen with the intention of bringing doom metal to South Africa, as it is one of the most underrepresented metal genres in the country. 2015 saw Mad God release their first split, 'Unholy Rituals' alongside Johannesburg stoner act Goat Throne. The following years were good for doom metal, the Temple of Doom shows put on in Joburg became a regular event for stoner, psychedelic and doom metal music showcasing some of South Africa’s best talent such as Ruff Majik, STRAGE, Corax, Pollinator, The Makeovers and many more.
In 2017, bassist Tim Harrison left the band and was replaced by Jarred Beaton and in July that year, Mad God released their first full length album titled 'Tales of a Sightless City,' which gained a fair amount of traction among online stoner and doom circles such as Stoned Meadow of Doom and MrDoom666 on YouTube as well as receiving favourable reviews from popular review sites such as Angry Metal Guy and Doombringer. That same year, Mad God did their first tour to Cape Town and staged a show with The League of Doom (Cape Town’s very own doom and stoner event organisers) as well as played at Krank’d Up Festival alongside acts such as Vulvodinya, OHGOD, Intervals, and Memphis May Fire. Shortly after, the tour the band took a hiatus to focus on writing new material and bassist Jarred Beaton was replaced by Pollinators lead singer and guitarist, Evert Snyman.
Tumblr media
'Grotesque and Inexorable' is an exploration into new musical territory for Mad God. After the release of 'Tales of a Sightless City,' Mad God have been aiming to evolve their sound to something darker and more unique.
This album draws on much gloomier themes and the lyrics reflect this turn. The music itself is both dirtier and more progressive and as a band we tried to introduce a wider variety of influences including death and black metal as well as more traditional and heavy metal sounds, even including some '70s progressive rock.
The album title also reflects this change in sound. In other words, "disgusting and cannot be stopped." The band adds, "As Lovecraftian fan boys we had to throw the word grotesque in somewhere!"
Follow The Band
Get Their Music
7 notes · View notes
ekbirchelps · 6 years
Photo
Tumblr media
em’s ocs meme [9/?]: the magenaza epic
↪ mavet // morgan, queen of kurkita, doombringer, deathmonger, and keeper of hellfire
Following years of bloodshed and chaos, the Holy Triad decided to separate their peoples from one another to prevent the annihilation of Shengar and everyone in it. Ishana led her creations north, while Utuma went south. Mavet, however, had no desire to stay in Areva. 
Both the youngest and oddest of the sisters, Mavet had always been ostracized somewhat for her peculiarities, treated differently by not only her sisters but also the other gods. Her creations were no exception. Mavet crafted strange, unusual creatures, such as the galdu, who were shunned and even feared by the others. Utuma and Ishana made no effort to hide their disdain for their sister and her creations. As the war between peoples dragged on, their disdain turned to outright dislike. Mavet’s creatures took the brunt of the fight, used as scapegoats whenever disaster struck. They were hunted like beasts, driven into hiding by the other sisters’ peoples. Mavet protested, but there was nothing she could do against both Utuma and Ishana. The other gods turned a blind eye to her pleas. To avert increasing feelings of inadequacy, Utuma and Ishana blamed Mavet for the war, claiming that she and her creatures craved anarchy over order and sentencing them to a life of exclusion and shame.     Mavet grew weary of the other gods’ mistreatment. When Utuma proposed a division of peoples, she readily agreed to it. But instead of establishing a nation as her sisters had, Mavet retreated below the earth, carving out a home for her creations where they could live in peace, without fear of judgement or rejection. She called the place Kurkita—the Darklands. 
The other divinities raised no objection to Mavet’s disappearance—in fact, they welcomed it. Mavet’s presence, her eccentricity and her creatures’ propensity for mischief, distressed them greatly. With her gone underground, they no longer had to worry about her or her creations stirring up trouble. 
Mavet ruled Kurkita as the Darkling Queen. She and her subjects lived in pitch blackness for many, many years, content in their dark underground abode. But as time passed, the Kurkitai grew restless, tired of the constant gloom. They longed for the light and warmth of the upper world. They longed to taste Iskad’s seas and see the green of Maki’s flora, to feel the wind and hear the patter of rain. They longed for the light and warmth of the upper world. Most of all, Mavet missed her sisters. She wished to see them again, to perhaps mend wounds of the past. But bringing light into a dark place is not always easy. Thus began the events leading up to the second of Shengar’s conflicts—the bloody, brutal Sistren War.    
6 notes · View notes
theinsanecrayonbox · 6 years
Photo
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
ok, who bet it’d take me this long to make a BNHA AU for Superverse lol
in this universe, our already established heroes were all there right; the Power Pals were a thing, and they saved the world from the super villain group The Body of Evil, but both sides had casualties. Crimson Chin was sort of a rookie/apprentice to Super Sam there, and was one of the survivors, and became poster child for heroism because he was young and survived, and blahblahblah. Catman was there too, but he got hurt and sorta retired. but after that, there weren’t *really* any super or villain teams
fast forward to the present, and there are rumors that the Body of Evil are trying to reform, and looking for young recruits as a great evil is resurfacing. so the Chin goes to the school to try to help Catman protect the students from corruption and whatevers; they also suspect that a member of the staff might be an evil plant, but they can’t figure out who (spoilers there is one; Mrs. Sunshine is actually the villainous Doombringer and she is, in fact, pulling a Medusa on them)
but enough about plot, lets talk about the kids! lol
Timmy Turner
Quirk: Luck/Probability Manipulation
Tim’s quirk went unrecognized for a very long time, since it’s very passive in teh way that everything just naturally seems to go his way...even when it seems competely improbable. he’s never wrong when it come sto situations, and he comes out of tough scrapes with ery few, if any, injuries or inconvienaes himself. it was after the loss of his Dad that his ability was really figured out; their home was collateral damage during a super fight, and while his Dad died and his Mom was left in a coma, Tim escaped completely unharmed from the wreckage
Nicole Amsel (Gertrude Summers)
Quirk: Weapon Manifestation-Fire Arms
Cole here entered the school with her own agenda; she knows there’s a traitor in the school, and is trying to find them to get information out of them about where her family was kidnapped to. of course, she doesn’t bother telling anyone what’s going on, so she’s suspected as being a traitor...that and the fact that the new villain that pops up who can manifest blades *coughBabyShreddercough* seems to recognize her and calls her out doesn’t help her case at all.
her quirk works in the way that she can basically pull firearms out of her body at will...of course she has to be in good health to do that, and needs  to know the make of the weapon she wants. she typically sticks to hand guns, but can create larger caliber weapons. this also explains her long coat, cause she just constantly is reaching in and pulling things out lol
Sanjay Dev
Quirk: Sound Projection
Sanjay’s mother is either quirkless or has a very passive quirk, but in the field of quirk studies i guess, so he had no problem getting supplemental training growing up. he also knows how to use tech to his advantage too, seeing as his powers basically let him scream with a sonic projection, but due to his flight glider pack, he’s able to manipulate his powers enough to give himself limited flight.
he also got into the school on recommendation, and was not present for the main big test day, so no one knew who he was the first day of school
Francis James
Quirk: Bovine Physiology
he’s actually older than the rest of his classmates, because he was a homeless street punk, getting in trouble with the law. Catman crossed paths with him and took pitty on him, offering him the chance to attend the school instead of going to jail. Francis took the offer, figuring he’d just ditch it...but turns out going to school counts as his parole pretty much.
he’s another obvious plant for the “who’s the traitor???” plot, but he does not have a connection to the BoE going in...but he is one that they approach later on to join them
Chester McBadbat
Quirk: Matter/Energy Conversion
Chester’s dad (or grandfather, not sure yet) once tried to be a Pro Hero and...yeah...he was branded as “the worst hero of all time”
Chester’s ability allows him to consume any type of matter and his body will convert it into energy, which he burns through to achieve super sonic speeds and the like. this means he’s nearly constantly eating, and if he’s not eating he’s dead asleep because his metabolism is super high.
Molly Wright
Quirk: Power Mimic
the oils in Molly’s hands act as some sort of conductor that will first temporarily paralyze anyone she touches, and secondly give her the instinctual knowledge of their fighting moves and a copy of their quirk powers. this is only on her hands though, so she constantly wears gloves (and if they don’t breathe right will just intensify the potency of the oils in her skin)
she comes to school with the attitude of “i’m here to learn not to make friends or a comic book deal”
Missy Lebowitz
Quirk: Impenetrable Skin
Missy is Luke Cage ok, unbreakable skin, and has built up her own athleticism over the years to be more muscularly toned. she is quite literally the tank, and she’s not ashamed of it
Trixie Tang
Quirk: Glamazon Might (known) and Energy Blasts (unknown)
the Glamazons are actually a group of heroic women, mostly related to one another, and all share a similar power set. the current leader is Harmonia, but she’s getting old and is going to step down and is looking for a successor. Joan Jett was a Glamazon, but she was one of the PP that was lost in the big battle. Shannon is a retired Glamazon, but she does teach at the school, whole Marigold is the most active and publicly noted Glamazon currently.
Trixie here is the youngest Glamazon, and could have just attend school without going through the entrance exams because she had full recommendations, but she still took the exams to prove she was worthy of attending.
she is the biological child of Joan and Sam (Glamazons are known for quirk marriages), but her secondary quirk, which was inherited from her father, hasn’t really become prevalent yet since all the Glamazons basically share a similar enough power set of super strength, speed, and durability
Veronica Star
Quirk: Avian Physiology
Veronica was born with bird wings and feathers, but as she got older she molted and became more human-like in appearance, but her avian features are still very prevalent. she has hollow bones like a bird, and a matching circulatory system to match. she can fly, and doesn’t eat meat.
she really wants to be a Glamazon, so she follows Trixie like a groupie at first
Chloe Carmichael
Quirk: Persuasion (Mind Control)
Chloe’s powers were always thought to be very passive; she was always good at talking to people, and getting them to talk about their problems and work through issues, so she originally applied to be in the support class, figuring her skills woudl be better suited for like social work or something
but Doombringer recognized that her powers weren’t just persuasion, but showed signs of actual mind control, if she was trained properly, so she switched Chloe’s application from the Support pile to the Hero pile
since the Support class was filled up, Chloe settled on doing at least a semester of the Hero course, because it wouldn’t hurt after all if she wound up going into hero-Public relations instead
and as i said, Catman sorta seems to be in charge of the school, while Shannon (Wandergal) is also a teacher, when CC joins the staff. and Doombringer works there too, but as Mrs. Sunshine, because she’s working for the bad guys. Vicky shows up to annoy people at some point, to throw suspicion onto Tootie (because they are still sisters), and Kevin might join up later down the road too as a defector from the evil team
so BNHA AU for Superverse. whooot!
If you enjoy my Superverse, or my art in general, please consider sponsoring me on Patreon for neat bonus content monthly. Or if you just wanna be randomly helpful, consider donating to my comic fund via Ko-fi.
8 notes · View notes
starsandthorn · 7 years
Text
here yall go.. all the undead by world....
Wizard City
Angrus Hollowsoul: Colossus Boulevard—Briskbreeze Tower
Argent Clatterer: Colossus Boulevard—Briskbreeze Tower
Baron Mordecai: Triton Avenue—Mordecai’s Tower
Bastilla Gravewynd: Firecat Alley—Bastilla’s Bastion
Bone Digger: Ravenwood—Hallowe’en Master Tower
Crypt Crawler: Colossus Boulevard—Briskbreeze Tower
Crypt Walker: Triton Avenue—Mordecai’s Tower
Death Whisperer: Ravenwood—Hallowe’en Adept Tower
Field Guard: Haunted Cave, Olde Town—Sapphyra’s Tower
Fire Shrieker: Colossus Boulevard—Briskbreeze Tower
Fire Wraith: Olde Town—Telegraph Box (Wizard City)
Foulgaze: Olde Town—Sapphyra’s Tower
Frost Phantom: Colossus Boulevard—Briskbreeze Tower
Grubb: Sunken City—Grubb’s Castle
Hallowe’en Trickster: Ravenwood—Hallowe’en Apprentice Tower
Haunted Minion: Dark Cave, Firecat Alley, Triton Avenue
Haunting Banshee: Ravenwood—Hallowe’en Apprentice Tower
Howling Ghost: Ravenwood—Hallowe’en Adept Tower
Lady Blackhope: Unicorn Way—Lady Blackhope’s Tower
Living Scarecrow: Sunken City, Sunken City—Grubb’s Castle
Loathsome Creeper: Triton Avenue—Mordecai’s Tower
Lord Nightshade: Haunted Cave—Stormdrain Tower
Lost Soul: Unicorn Way
Maiden of Hate: Ravenwood—Hallowe’en Adept Tower, Ravenwood—Hallowe’en Master Tower
Melweena Smite: Firecat Alley—Forlorn Tower
Midnight Shuffler: Ravenwood—Hallowe’en Adept Tower
Norton: Sunken City—Norton’s Tower
Nosferabbit: Haunted Cave—Mysterious Cave (Wizard City)
Orrick Nightglider: Colossus Boulevard—Briskbreeze Tower
Paulson: Sunken City—Sunken City Second Tower
Plagued Soul: Ravenwood—Hallowe’en Apprentice Tower
Pumpkin Head: Ravenwood—Hallowe’en Master Tower
Rattlebones: Unicorn Way—Rattlebones’ Tower
Rotted Fodder: Triton Avenue—The Harvest Lord’s Tower
Rotting Fodder: Triton Avenue, Haunted Cave, Dark Cave, Ravenwood—Hallowe’en Apprentice Tower
Scarlet Screamer: Triton Avenue
Sergeant Skullsplitter: Triton Avenue—Skull Fort
Simon the Sayer: Sunken City—Simon’s Workshop
Skeletal Corsair: Unicorn Way—Lady Blackhope’s Tower
Skeletal Pirate: Unicorn Way
Skeletal Retainer: Ravenwood—Hallowe’en Master Tower
Skeletal Soldier: Ravenwood—Hallowe’en Adept Tower
Skeletal Warrior: Firecat Alley, Dark Cave
Soul Hunter: Ravenwood—Hallowe’en Master Tower
Swimming Specter: Crab Alley—Waterworks
The Harvest Lord: Triton Avenue—The Harvest Lord’s Tower
The Reaper: Ravenwood—Hallowe’en Adept Tower
Veggie Remnant (Balance): Haunted Cave—Mysterious Cave (Wizard City)
Veggie Remnant (Death): Haunted Cave—Mysterious Cave (Wizard City)
Veggie Remnant (Fire): Haunted Cave—Mysterious Cave (Wizard City)
Veggie Remnant (Ice): Haunted Cave—Mysterious Cave (Wizard City)
Veggie Remnant (Life): Haunted Cave—Mysterious Cave (Wizard City)
Viridian Specter: Colossus Boulevard—Briskbreeze Tower
Wailing Wraith: Sunken City
Wandering Specter: Sunken City
Wormguts: Firecat Alley—Wormguts’ Stronghold
Krokotopia
Ahnic Strider: Ahnic Family Tomb, Entrance Hall
Akori Nirini: Palace of Fire—Akori’s Chamber
Crypt Scavenger: Djeserit Family Tomb—Scavenged Tomb
Defender of the Fang: The Vault of Ice
Djeserit Dweller: Djeserit Family Tomb, Entrance Hall
Forgotten Djeserit Soul: Djeserit Family Tomb
Grumish Greataxe: Entrance Hall
Guardian of the Fang: The Vault of Ice
Itennu Sokkwi: Grand Arena—Moon Gate
Karanahn Deathfeeder: Karanahn Palace, Tomb of Storms
Karanahn Keeper: Tomb of the Beguiler
Karanahn Mortifier: Karanahn Palace
Keeper of the Fang: The Vault of Ice
King Shemet Djeserit: Djeserit Family Tomb
King Uro Ahnic: Ahnic Family Tomb
Krokomummy: Throne Room of Fire
Nirini Ancient Guard: Throne Room of Fire
Nirini Fire Spirit: Throne Room of Fire
Nirini Intimidator: Tomb of the Beguiler
Pike Spirit Crusher: Royal Hall—Spiritcrusher’s Tomb
Protecter of the Fang: The Vault of Ice
Queen Irisi Djeserit: Ahnic Family Tomb
Risen Djeserit: Djeserit Family Tomb
Shambling Ahnic: Ahnic Family Tomb
Soul of the Charmed: Chamber of the Charmed
Soul Scavenger: Hall of Champions—Soul Chamber
Soul Keeper: Chamber of the Charmed
Soulsapper: Temple of Storms
Tempestra: Temple of Storms
The Bonekeeper: Ahnic Family Tomb—The Bonekeeper’s Crypt
Vault Haunter: The Vault of Ice
Vigilant Defender: The Vault of Ice
Wandering Ahnic Spirit: Ahnic Family Tomb
Marleybone
Agony Wrath: Newgate Prison—Great Clocktower, Royal Museum—Big Ben
Grave Phantom: The Ironworks, Newgate Prison
Half-Witted Skeleton: Regent’s Square—Warehouse (Spiral Geographic)
Icy Ghost: Regent’s Square—Warehouse (Spiral Geographic)
Lazy Henchman: Regent’s Square—Warehouse (Spiral Geographic)
Nightmare Spirit: Royal Museum—Big Ben
Screecher: Regent’s Square—Warehouse (Spiral Geographic)
Seething Wraith: Regent’s Square—Warehouse (Spiral Geographic)
Shield Skeleton: Newgate Prison, Royal Museum—Big Ben
Shrieker: Newgate Prison
Tired Fighter: Regent’s Square—Warehouse (Spiral Geographic)
Tomb Roamer: Newgate Prison
Mooshu
Akuji: Tree of Life
Anguished Wraith: Jade Palace—Telegraph Box (Mooshu)
Crying Spirit: Jade Palace—Telegraph Box (Mooshu)
Cursed Ronin: Village of Sorrow, Ancient Burial Grounds
Death Soldier: Ancient Burial Grounds, Ancient Burial Grounds—Mysterious Dojo, Village of Sorrow
Dishonored Samoorai: Ancient Burial Grounds
Fushiko: Village of Sorrow—Fushiko’s House
Grief Spectre: Village of Sorrow—Fushiko’s House
Howling Shade: Village of Sorrow—Fushiko’s House
Kakeda Spirit Slave: Tree of Life
Oyotomi the Defiler: Village of Sorrow
Pirate Ravager: Jade Palace—Telegraph Box (Mooshu)
Sorrow Whisperer: Village of Sorrow, Ancient Burial Grounds
Tomugawa the Evil: Ancient Burial Grounds
Tortured Kakeda Soul: Tree of Life
Walking Dead: Village of Sorrow, Village of Sorrow—Fushiko’s House
Dragonspyre
Andor Bristleback: The Labyrinth
Armored Bonewalker: The Necropolis—Pyromancer’s Tomb, The Necropolis—Lord Obsidian’s Tomb
Barbarian Spirit: The Labyrinth
Beghastion Crowcaller: Plaza of Conquests, The Grand Chasm, The Grand Chasm—Kyanite Tower
Beghastion Fieldburner: The Necropolis—Sylvia Drake’s Tomb, The Grand Chasm—Kyanite Tower
Bone Warrior: The Necropolis—Sylvia Drake’s Tomb
Boris Blackrock: The Crucible
Bound Specter: The Crucible, The Necropolis—Pyromancer’s Tomb, The Necropolis—Lord Obsidian’s Tomb
Crying Spirit: The Necropolis—Sylvia Drake’s Tomb, The Necropolis—Lord Obsidian’s Tomb, The Necropolis—Nightreaver’s Lair
Dark Poltergeist: The Crucible—Fleshless Tower
Decayed Blackguard: The Great Spyre—The Crown of Fire
Decaying Blackguard: The Great Spyre—The Crown of Fire
Devora Shadowcrown: The Labyrinth
Drusilla Morningbane: The Necropolis—Pyromancer’s Tomb
Fallen Merc: The Tower Archives—Zarathax’s Tower
Fleshless Sentry: The Crucible—Fleshless Tower, The Necropolis—Pyromancer’s Tomb
Fleshrot Retriever: The Crucible—Fleshless Tower
Foul Reaper: The Crucible
Gallium Footman: The Grand Chasm—Kyanite Tower, The Grand Chasm—Unused Vault
Gallium Juggernaut: The Drake Hatchery
Gallium Paladin: The Labyrinth
Gallium Shardtrooper: The Crucible, The Necropolis—Lord Obsidian’s Tomb
Ghastly Slave: The Tower Archives—Oskar’s Tower, Plaza of Conquests
Ghost of Sylvia Drake: The Necropolis—Sylvia Drake’s Tomb
Iona Pyrelance: The Crucible
Irate Banshee: Plaza of Conquests
Katia Firewinter: The Crucible
Kyanite Lancer: The Crucible
Kyanite Lieutenant: The Crucible, The Necropolis, The Necropolis—Lord Obsidian’s Tomb
Kyanite Valkyrie: The Drake Hatchery
Loathsome Creeper: The Tower Archives
Mavra Flamewing: Plaza of Conquests—Flamewing’s Tower
Necrotic Haunter: The Necropolis—Sylvia Drake’s Tomb
Orin Grimcaster: The Crucible—Fleshless Tower
Petrov Gloomstrider: The Tower Archives—Petrov’s Tower
Pirate Ravager: The Tower Archives
Reanimated Draconian: The Forum—Vesta Shadowmark’s Tower, The Forum—Abandoned Tower
Restless Soldier: The Tower Archives, The Necropolis—Well of Fear
Rotten Scallywag: The Crucible
Rurik Flamesoul: The Crucible
Sandor Spearcaller: Plaza of Conquests—Spearcaller’s Tower
Scarrik Gallowgaunt: The Labyrinth
Soul Searcher: The Great Spyre—Dragon’s Maw, The Great Spyre—The Path of Scales
Soul Servant: The Great Spyre—The Crown of Fire
Soulless Servant: The Great Spyre—The Crown of Fire
The Collector: The Drake Hatchery
Undead Draconian: The Forum
Undead Wizard: The Grand Chasm, The Necropolis—Well of Fear
Valerik Brightsword: The Crucible
Valeska Redwind: The Drake Hatchery—Secure House
Vasek Ashweaver: The Grand Chasm—Vault 1933
Vesta Shadowmark: The Forum—Vesta Shadowmark’s Tower
Vika Markmaker: The Crystal Grove
Victor Snowcrusher: The Drake Hatchery
Vilara Moonwraith: The Tower Archives—Moonwraith’s Tower
Vile Apparition: The Crucible—Fleshless Tower, The Necropolis—Pyromancer’s Tomb
Vladimir Darkflame: The Labyrinth
Wandering Wizard: The Tower Archives
Zora Steelwielder: The Labyrinth
Grizzleheim/Wintertusk
Asrik Widebelt: Vestrilund—Asrik’s Cave
Frost Bones: Hrundle Fjord—Battlegloom’s Cave, Austrilund—Grimaldi’s Cave, Austrilund—Mysterious Cave (Grizzleheim), Vestrilund—Asrik’s Cave, Vestrilund—Gerda’s Tower
Gothric Honorbound: Sudrilund—Barrow
Halfang Bristlecrown: Vestrilund—Halfang’s Cave
Howling Banshee: Mirkholm Keep
Hungry Soul: Vigrid Roughland—Vigrid Roughland Crypt
Kulgrim Soulsunder: Nastrond—Kulgrim’s Lair
Lothin Doombringer: Vigrid Roughland—Vigrid Roughland Crypt
Mimir Winterbane: Hrundle Fjord—Well of Urd
Osvud Fleetpaw: Vestrilund—Osvud’s Cave
Snow Skull: Vestrilund—Magni’s Tower, Nastrond
Troubled Warrior: Savarstaad Pass, Vigrid Roughland Crypt
Winter Skull: Nordrilund, Nastrond
Yngvar Sharptooth: Savarstaad Pass—Yngvar Sharptooth’s Mound
Wysteria
Kaimanite Mummy: Pegasus Place—Tower of the Helephant
Celestia
Arachtus Duskweb: Stormriven—Duskweb’s Barracks
Blue Bart: Crustacean Empire
Celestian Remnant: Stormriven, The Lunarium
Karolak Nightspinner: Stormriven—Sorcerer’s Sanctum
Narallor Nightborn: Stormriven—Summoning Pylons
Queen Calypso: Crustacean Empire—Calypso’s Cavern
Sea-Booter: Crustacean Empire
Selwyn Skywatcher: The Stellarium—Selwyn’s Chamber
Servus Bloodsword: The Portico
Shadow-Web Conscript: Stormriven, Stormriven Hall, The Portico, The Lunarium
Shadow-Web Mercenary: Stormriven, Stormriven Hall
Thrale Bonestriker: The Portico
Vorgen Soulbreaker: The Portico
Zafaria
Bwana Shadowriver: Savannah—Shadowriver’s Cave
Elephant Spectral Guardian: Shining Mountain
Gorilla Spectral Guardian: Shining Mountain
Iklaw Ghost Warrior: Zamunda—King’s Tomb
Killmare Spiritwalker: Savannah—Spiritwalker’s Cave
Lion Spectral Guardian: Shining Mountain
Zanga Zebu: Zamunda—King’s Tomb
Zebra Spectral Guardian: Shining Mountain
Avalon
Disloyal Knight: The Wyrd—Tomb of the Nameless, Ghost Avalon—Armory
Drowned Knight: Deepwater—Cavern of Broken Virtures
Lambent Fire: Crystal Caves—Crystal Caves Stone Key Room
Lord of the Brocken: The Wyrd—The Lost Abbey
Nameless Knight: The Wyrd—Tomb of the Nameless
Spectre of the Brocken: The Wild—Frozen Cave, The Wyrd
Tarn the Drowned: Deepwater—Diabhal Cave
Azteca
Anacaona Black Snake: Mangrove Marsh—Anacaona Black Snake’s Tomb
Azcal Fire Ant: Cenote—Fire Ant’s Tomb
El Marrow: Twin Giants—Cave of the Dawn
Ezhua Bad Taste: Tierra de Brea—Cave of Bad Taste
Grim Calaca: Cenote—Huascar Bent Wing’s Mine, Pitch Black Lake—Pyramid of Mother Moon, Twin Giants, Twin Giants—Cave of the Dawn, Twin Giants—Wings of the Obsidian Butterfly Shrine, Twin Giants—Pyramid of the Falling Star, Xibalba
Grinning Death Moon: Pitch Black Lake—Pyramid of Mother Moon
Guillermo Shatterer: Cenote—Ruined Mine
Malistaire the Undying: Xibalba
Moon Skull Wight: Three Points—Black Sun Pyramid Master Chamber, Xibalba
Moon Skull Zombie: Three Points—Black Sun Pyramid Lower Chamber, Cenote, Tierra de Brea—Chamber of Red Sorrow
Mozar Turtle Hunter: Mangrove Marsh—Mozar Turtle Hunter’s Tomb
Neza the Poet: Pitch Black Lake—Pyramid of Mother Moon
Poca Cruel Star: Mangrove Marsh—Poca Cruel Star’s Tomb
Shambling Zombie: Xibalba
Smoking Mirror Zombie: Cenote, Pitch Black Lake—Pyramid of Mother Moon
Storm Caiman: Saltmeadow Swamp—Pyramid of the Storm Eye
Thunder Horn Ghoul: Mangrove Marsh, Cenote—Fire Ant’s Tomb, Tierra de Brea—Cave of Bad Taste
Thunder Horn Zombie: Three Points—Black Sun Pyramid Lower Chamber, Cenote, Pitch Black Lake—Nauyotol Down in the Hole, Mangrove Marsh—Actun Caban, Mangrove Marsh—Falling Cavern
Uacalxochitl Blood Eye: Mangrove Marsh—Blood Eye’s Lair
Xipe Flayed One: Xibalba
Xiuhcoatl Barbed Tooth: Saltmeadow Swamp—Swamp Clearing (Southeast)
Youala Night Drinker: Xibalba
Khrysalis
Arkyn Moonblade: Moon Cliffs—Eclipse Tower (Left)
Cree Curdwright: Bastion—Curdwright Crypt
Deer Mouse Revenant (Balance): Bastion—Mausoleum West, Kondha Desert—Chamber of the Sun’s Shadow
Deer Mouse Revenant (Ice): Last Wood—Reverence Cave
King Alric Fatesailor: Last Wood—Reverence Cave
Laughing Calaca: Moon Cliffs—Eclipse Tower (Left)
Phantom Ace: Ruined Alcazar—Ruined Hall, Ruined Alcazar—Serpent Tower
Phantom Glider: Ruined Alcazar—Ruined Hall, Ruined Alcazar—Serpent Cave
Wraith Knight: Kondha Desert—Chamber of the Sun’s Shadow
Polaris
Broken Land Guardian: Forlorn Tayg—Cave of the Broken Land
Broken Land Spirit: Forlorn Tayg—Cave of the Broken Land
Shattered Sky Guardian: River of Frozen Tears—Cave of the Shattered Sky
Shattered Sky Spirit: River of Frozen Tears—Cave of the Shattered Sky
Sundered Seam Guardian: Frigid Maw—Cave of the Sundered Seam
Sundered Seam Spirit: Frigid Maw—Cave of the Sundered Seam
Mirage
Ghulture (Death): Caravan
Scrollkeeper: Zruvan Grotto—House of Scrolls
Shadowbones: Chronoverge—East Time Dunes
Shrowdenger’s Cat (Death): Istanboa—Hall of Secrets
Shrowdenger’s Cat (Life): Istanboa—Hall of Secrets
Aquila
Boatswain McGee: Atlantea—Watery Graves
Chief Mate McGurk: Atlantea—Watery Graves
Doomed Bones: Mount Olympus—Pit of the Noxii, Tartarus
Lost Maiden: Atlantea—Watery Graves
Four Dungeons
Anguished Wraith (Ice): Castle Darkmoor—Graveyard
Bunferatu: Castle Darkmoor—Upper Halls Gold Key Room
Condemned Soldier: Upper Zigazag—House of Scales, Lower Zigazag—Lower Zigazag Stone Key Room
Count Bela BlackSleep: Castle Darkmoor—Castle Darkmoor (Dungeon)
Darkmoor Serf: Castle Darkmoor—Castle Darkmoor (Dungeon), Castle Darkmoor—Upper Halls, Castle Darkmoor—Graveyard
Darkmoor Squire: Castle Darkmoor—Castle Darkmoor (Dungeon), Castle Darkmoor—Upper Halls Gold Key Room
Draconian Conjurer: Castle Darkmoor—Graveyard
Draconian Diviner: Castle Darkmoor—Graveyard
Draconian Necromancer: Castle Darkmoor—Graveyard
Draconian Pyromancer: Castle Darkmoor—Graveyard
Draconian Sorcerer: Castle Darkmoor—Graveyard
Draconian Thaumaturge: Castle Darkmoor—Graveyard
Draconian Theurgist: Castle Darkmoor—Graveyard
Haunted Malistaire: Castle Darkmoor—Graveyard
Malistaire the Undying (Shadow): Castle Darkmoor—Graveyard
Scarlet Wampyr: Castle Darkmoor—Castle Darkmoor (Dungeon), Castle Darkmoor—Upper Halls Gold Key Room
Shane von Shane: Castle Darkmoor—Upper Halls
Shane von Shane (Star): Castle Darkmoor—Graveyard
Sir Blackwater: Castle Darkmoor—Castle Darkmoor (Dungeon)
Spirit of Darkmoor: Castle Darkmoor—Upper Halls
Yevgeny NightCreeper: Castle Darkmoor—Graveyard
21 notes · View notes
babyprime · 1 year
Photo
Tumblr media Tumblr media
theres a reason i call this party “Team Transgender” in my notes
6 notes · View notes
babyprime · 2 years
Text
im playing around with ways to color
Tumblr media Tumblr media
4 notes · View notes
babyprime · 3 years
Text
the real reason trouble is a thief is because he cannot do math and its easier to shoplift than to figure out how to count money
2 notes · View notes
babyprime · 4 years
Photo
Tumblr media
wait did i forget to fucking post this alksdjfhg
7 notes · View notes
babyprime · 5 years
Photo
Tumblr media
tbh that pic made me think of them from the time i first saw it
10 notes · View notes
babyprime · 6 years
Photo
Tumblr media
some troubles from his backstory, left to right:
Dear Rat Boy Era, back when he was first thinking of Trouble as an actual name and was at the height of his criminal activity. the years before he met eri up to the point where they first met 
Self Indulgent Ren Faire Design Era. this would have been right when he was first with eri and surrounding himself with all the things he never had before like Actual Clothes and Regular Baths 
Honey Youve Got A Big Storm Comin Era, right before two year bridge of time between losing eri and the start of campaign hes in (age ~35)
12 notes · View notes
babyprime · 6 years
Photo
Tumblr media
a side by side comparison of og trouble (start of campaign/loss of eri to swamp hag fight) and current trouble (swamp hag to present)
the main difference is that he lost like 2 ft of hair but also, friendly reminder that he owns shorts that say Art Thou Nasty on the ass
17 notes · View notes