Give us more hillbilly au, pls!!! And they 100% live in a trailer park, omg what would King's Landing be in that au??
Grrrr okay okay just because you are asking nicely. Drangonstone IS the trailer park, Aegon, Visenya and Rhaenys leaved there when they scaped their parents and adfer some time they managed to get enough money to move to an old farm that was full of mold and it smelt rancid and that everyone was pretty sure the drains of that farm was poisoned. Aegon and Aenys both tried to fix it but failed and it was Maegor the one who maneged to fix it the most of it and paint it of the most lustruous red he could find. The faith is just your ye-old south baptist/christian church, and ceryse is the girl Maegor knew there. She was the niece of the pastor and sings in the choir and leads some program to teach the kids about religion, Alys is the queen of all the small beauty peageants the town holds and ends up having names like the queen of the corn or something on those lines, Tyanna is the weird woman that lives alone in the farthest part of the town that house smells weird and she has like at least seven different animals as her pets and everyone is DAMN sure she does some kind of witchcraft and they talk about her on her back but if they need an abortion they just go to her, Rhaena was the girl who always dreamed of living in The Big City with her (girl) friends and knowing all this beautiful movie places with really high builidings and have long rides on her Blue Vespa (Dreamfyre) in the streets of the big city, but her uncle had this horrible accident and now someone needs to take care of him and his costant headaches and Maegor borderline treats her just as he treated her Ceryse and Alys and it is kind of weird.
After Maegor weird ass dead where he is found on his couch holding a beer and being illuminated by the blue gleam of the Tv with at least dozen flies flying around him he takes over the farm and said you know what i think we can make something with this shit and that is how he ends up doing the greatest emporium of milk products kingislandingtown has ever seen in its entire existence. Baelon and Aemon are your typical Highschool number one football players that could have had a uni sports scholarship but Aemon got tackled really hard during a game having some kind of internal decapitation against Sunspear's community highschool and that took Baelon so out of the rails that he just ended up never leaving the farm.
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Is there even any infrastructure for humans visiting merfolk underwater settlements? Or are they too deep for humans to comfortably dive/swim in? Or maybe the merfolk just say, "of course we don't have any support for you under several hundred feet of water. literally why would you even try?"
there's not any infrastructure for human (or any other sophont besides gorgons that already live there, anyhow) visitation! mostly that's because this is a bit of a first contact situation, albeit one that was born more out of political isolationism and not necessarily caring about the land-based sophonts...
basically, the current political entity overseeing all existing or known merfolk settlement is a fairly old one, that slowly grew from a smaller polity into a more all-encompassing unit by swallowing up its neighbors. it's more of a complicated shell game than this necessarily makes it seem - like i said, a lot of time has passed, and significant cultural shifts have happened within that time, as well as shifts and establishment on how its government and policies would function, so it's a little bit more of a larger conglomerate containing within it many smaller governments, who are allowed independent control of the populations within their allotted territories, just so long as they take up the job of translating the broader governmental laws and taxes down onto that population. the details are rather vague, and so long as the results are what the larger governmental body asked, the intermediary areas are allowed a lot of different ways to interpret what that means.
however, one of the things that got lost in that shuffle of politic and history was the presence of merfolk inland. historically, merfolk have actually periodically spent time inland! usually it was still very tied to the water, being more like seasonal beachcombing using temporary shelters and housing, but they utilized the land a lot more for potential resources and ways to live. the nomadic families especially used to take advantage of these opportunities, and there was much more interaction with landfolk in these contexts.
the exact way it was lost varies, in that not everyone agrees what came first or what was the reason or who did what, but most of this was probably limited and then lost due to the larger governmental body, in the process of colonization, banning merfolk from going up onto the land in order to prevent political enemies and refugees from fleeing up and onto the land, using it as a base of operations, or otherwise using it as a means to escape to other bodies of saltwater. like i said, these periods inland were mostly seasonal, and merfolk did still majorly depend on the water, so what merfolk did make settlements inland mostly ended up vanishing over time anyways - either through simply vanishing into landfolk populations, or through dying out, it wasn't particularly sustainable.
but, time still went on, and this ban remained, and somehow it slowly disseminated into popular thought that the land was just not really very interesting in the first place. sure, merfolk knew there was stuff up there, and other animals and even fairly smart animals, but that doesn't necessarily make it worth investigating. travel over land is hard for them, and it's hard for them to live on land for long periods of time, and everything that they need and depend on is in the ocean anyways. there's a lot less space to the land, there's nothing that would interest merfolk, it would be uncomfortable and painful for them to visit (a lot of myths and legends about the land and what lived there got started in this time, with a lot of focus on undead monsters that had dried out and were lit from within by the hateful light of the sun, and a lot of merfolk made a habit of coming up with scary stories about the weird things that must've lived in such an extreme environment), and there was a lot more political movements and such focused on other merfolk to begin with.
even moreso because merfolk still, technically, did go out onto land? it just wasn't very large portions of land, that is. mostly they would set up on much smaller islands and atolls, which would mostly be used for manufacturing or more technical jobs that required being done in the air. they really just needed the space, not anything specific already on the land itself, and the space was all functional, very little exploration or relaxation areas. sometimes these were used specifically to produce novelty items or experiences, but usually this didn't go much further than exploring the uniqueness of being in open air for the first time, and wasn't really pursued as much more than that.
so merfolk still knew the land was important and needed for ecological functioning - something they had learned the hard way, after an earlier period in their history pre-unifying government became known for a particular and acute ecological disaster, felt even harder by all merfolk on account of the properties of water and everyone living in the ocean. they view the land as functional in its own right - a needed recycling facility that operates itself and helps keep them alive, and one in a place that they had no interest in and could set aside for such tasks.
they also knew there was life up there, even intelligent life, but considering the period in time when merfolk ceased interacting with land-based societies, and the predominant view that what makes something sapient for them being a multiplicity and plural nature to it, on top of the complex interweave of language and meaning, they basically just viewed it as "smart animals". i've compared it before to like if we actually discovered warrior cats was real and there was a population of feral cats in a national park that had their own tiny society. it's interesting, for sure, but it wouldn't be the kind of thing that they might feel too passionately about, and can easily pass it off as a curiosity and a thought experiment all of its own.
the fact that this has changed at all, and especially in such a small time frame and with such major turnaround and abrupt interest in the outer governing body is actually really odd, and a major question and mystery in what i'm writing! the starting interest happened only just in the previous generation, and now they're making major steps towards introducing themselves to land-based civilizations in just miranda's generation, even to the point of sending her inland as an ambassador and an active participant in this shift.
most people on the land already knew that someone was in the ocean and actively preventing anyone else from crossing it or even getting particularly close, but they had no context for this any more than anyone else, and thus they might not raise as many questions about why this is happening than they should, especially since they don't know merfolk history. even most merfolk don't necessarily have all of the details of this shift, but they do know more than nothing, and certainly can note how odd it is and how weird such a change is.
likewise, neither civilization has very much to accommodate for the other, given as they barely even knew of each other by the time they were already designing how it was laid out, so the issues humans have accessing merfolk spaces is at least mutual, if nothing else. it's also something very likely to change over time, depending on how said first contact goes.
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REFER HERE . act 3 conclusion to his 'personal' quest. sort of. bal reclaiming the rite would involve ascending pax. thereby making PAX a vampire ascendant instead of caz or astar..ion. which, would only deepen mol..ag’s hold on him and bring his body all that closer to becoming a vessel / conduit for bal to cross over into the mortal plane with. not only is the tadcrew saving pax and all those spawn, but the world from another being bent on death and domination. before the crew sets out to deal with caz, there will be a little camp event involving pax where he’ll mention feeling strange but believes it to be the lingering necrotic energy he absorbed while in the shadowlands ( this will be important later ) compounded by being a tad overwhelmed by the hustle & bustle of the city as he has not been in one for some number of years. he can be questioned further and if a perception check is passed, the pc can notice he’s nervous about something. if persuaded, he’ll admit the events at the mausoleum are weighing on his mind. yet, he’ll seem hopeful it is not possible outside of the shadowlands despite the absorption of necrotic energy. if asked if he’s still fit to fight, he’ll assure them he is and it’s really nothing to concern themselves over. if, however, the pc tells him to sit this one out and rest, he’ll agree and say it might be for the best.
if he is brought along, after defeating caz, pax will cry out and fall to the ground as he holds his head. mo..lag wields a form of mind magic: he intrudes upon the minds of mortals as a form of torture. it is an invasive, agonizing experience. by forcing his way into a mortal's mind, he can show them horrific visions. he does this in an attempt to make pax more susceptible to possession; break his will. this together with using his influence over necrotic energies, bal is able to take over the knight's body. if going with the left at camp choice, pax will show up right after defeating caz but not before the crew can pull him out of his coffin. the dawning realization something is wrong with him; his eyes. the light in them is void. there will be little time to react before pax starts attacking the party. a voice not quite his own begins thanking them for returning his rite to him. they will remember it as mol..ag’s when he possessed pax at the thorm mausoleum. the tadcrew can either try to kill pax, knock him out or try to survive 9 turns against him like with hal..sin’s portal.
note: he has the standard vampire powers of being rather resistant to bludgeoning, piercing, and slashing damage and is unaffected or barely harmed by necrotic magics, resistant to cold and lightning, and completely unaffected by psionics and paralysis. in addition to this, they'd have to overcome his regeneration by using holy water, any spells that produce sunlight or deals radiant damage. creating water and having it act as running water would deal acid damage and debuff him slightly. though, he is more resistant to sunlight than standard vampires. he'd be able to manipulate / pull the blood out of an opponent from a distance sparingly, try to dominate them with his gaze, slam, punch, rend, bite, teleport in mist or as a swarm of bats, turn invisible, thrall person or use his skills as an eldritch knight [ gestures vaguely]. action surge, eldritch strike, weapon bond, war magic, shatter, scorching ray, shocking grasp, thunder wave, magic missile, misty step, shield, booming blade ( need to look into him game wise ).
during the entire fight, pax will be trying to resist mol..ag and regain control of his body. he'll occasionally receive a dazed condition and won't attack or will miss them. apologies can be heard as he strains to speak to the party; apologizing for attacking them. he does not wish to hurt them, he's trying to fight. resist. mol..ag will retort by calling him weak or a worm. as pax is addressing his friends, he'll also invoke a divine each round starting with sten..darr preserve me. if the party is able to survive the 9 rounds, it ends with pax invoking akat..osh and then addressing them all by going divines ! purge this foul darkness ! but not before asking his friends for forgiveness ( or directly going forgive me, cor meum. my heart, forgive me. if romanced ). his body is lifted into the air and erupts in a blinding, all consuming light. as quickly as it came, the light will recede and he’ll drop to the floor while smoke wafts from skin. charred and burned , but otherwise seems to be whole. an outcome he did not expect. he believed he would perish when he invoked the divine spirits. leave naught but ash , purging all of mol..ag corrupting presence.
when approaching his body , they can attempt to shake him awake. it will not garner a response. the pc can then decide to do nothing or cut their palm to allow a few drops of blood to fall into his mouth. doing so stirs him to a semiconscious state and heals a few wounds present on his body. propping him up and offering him a wrist to bite will be met with meek reluctance. if they insist, he’ll bite only briefly and abstains further as he does not trust himself not to take too much in his current state. he’ll use what strength it game him to assist them. otherwise, the party has to deal with caz in his coffin by themselves. during the fight with pax, caz was able to recover some of his health but will be much easier to defeat. IF they wake pax up via blood, despite his still injured state and experience with mol..ag, he'll use his vampire lord form to help end caza..dor one final time. collapsing from exhaustion not long after the battle ends and will not wake again until a day has passed. the tadcrew will have to carry his body out of the palace either way. when he wakes, pax thanks them for helping him and laments on his inability to resist. if questioned on the possibility of mol..ag returning, pax will admit he will but not for a long while. for once, he feels....unburdened. that not all is entirely lost, perhaps. maybe there is some hope for him? at least it was a small consolation his gods answered his pleas. while they could not remove the taint entirely, they were able to temporarily banish bal when his power waned from the strain controlling pax placed on his reach & influence in fae..run. if asked about mol..ag reclaiming the rite, an answer will not be given. he is uncertain. regardless, he'll be notably....happier, but attention quickly turns to defeating the elder brain.
ANOTHER THING TO NOTE: if they manage to kill pax, that’s that. he’s permanently removed as a party member. his body turns to ash. mol..ag will not appear in camp to offer pax’s resurrection for a price. withers will be unable to resurrect him. if they defeat ( KO ) but don’t kill, mol..ag will be unable to maintain his possession of pax. he will be too weak to extend his reach pass the watch of the faerunian gods. the prince will slink back to his domain.
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