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fugeoni666 · 11 months
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HAPPY 1ST ANNIVERSARY DISLYTE
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a-d-nox · 1 month
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can you please make more synastry observations and asteroid ones too pleaseee? i miss you they were soo entertaining to read
working well together in synastry and composite
i'm going to work off of what i already have posted (no asteroids discussed after this post will be included or added after the fact). finally, i would like to state that NO TWO CHARTS ARE THE SAME. what i am about to list out does not mean you will for sure need these exact things (or all of these things) to be shy, nervous, and/or anxious around one another. if you don't understand my thought process, feel free to dm me with questions!
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libra (7°, 19°) or aquarius (11°, 23°) venus/mars and/or 7h libra (7°, 19°) or aquarius (11°, 23°)
these two can be partners in crime and great colleagues; very little gets in the way of them accomplishing a task. they have a sort of dance they do when working together - they don't need to communicate to get the work done.
7h venus
this is great if you guys work together long term - it is like having a co-ownership at a business or partnership at the same firm. venus person loves 7h person and 7h person looks at venus person as if they are their true equal.
11h libra (7°, 19°) or aquarius (11°, 23°)
this is just very easy alliance and partnership. these two cooperate well with one another.
11h venus
these are allies - it is a ride-or-die connection that these two have it is very rare that either person will turn against each other. venus person will treat 11h person as their only friend, while 11h person will be extremely loyal and wishes to help the venus person to be the best version of themselves possible.
11h neptune
this is one of those unlikely alliances that just end up working well together. neptune person sees 11h person's vision and wants to help them come true, while 11h person sees the beauty in idealist and optimistic neptune person.
11h uranus
these people are unstoppable; they will do whatever it takes to make it happen. 11h person see eye to eye with innovative uranus person. uranus person likes that 11h person is great at having the connections it takes to move their projects forward.
armstrong (asteroid 6469) positively aspecting aldrin (asteroid 6470)
these two can go where no one has before - they are willing to do what people have never attempted before. armstrong person relies on aldrin person to be the brains of the operation, while aldrin person relies on the armstrong person to do the heavily lifting. together they are comfortable trying new and improbable things.
donar (2176) / thora (299) positively aspecting loke (4862)
these two will attempt to fool the world around them. donor/thora person is often talked into something silly/foolish by loke person. loke person is the mastermind of the project, while donor/thora person is the muscle power to make it happen.
prometheus (1809) positively aspecting athene (881) / pallas (2)
together these two can create something amazing. prometheus person creates the bare bones of their project, while athene/pallas person breaths life into it and gives it character.
vergilius (asteroid 2798) positively aspecting dante (asteroid 2999)
vergilius person will protect dante person at all costs. vergilius person is a sort of guide, confidant, and sage for dante person. dante person looks up to and greatly appreciates vergilius person. together they can traverse even the most difficult terrains.
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like what you read? leave a tip and state what post it is for! please use my "suggest a post topic" button if you want to see a specific post or mythical asteroid next!
click here for the masterlist
click here for more composite & synastry observations regarding the luminary and planetary
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© a-d-nox 2024 all rights reserved
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himejoshiwrestling · 3 months
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ok i’m calm now :)
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Hail Thor
Hail to the son of Jord whose laughter shakes the sky Hail to the wielder of the legendary hammer of might Hail to the friend of humanity Bless and walk with us this day
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jessgoulder · 5 months
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nerdythebard · 4 months
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#59: Thor, God of Thunder
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[Art Credit: Raf Grassetti] ---
It's been so long since I said this, but... Welcome, Gods and Goddesses! Our long-time reader, @dionysus-liber, has requested a mythology-accurate build of Thor - God of Thunder and Storms, God of Strength and Masculinity, Protector of the Hearth, and one of the key members of the Aesir pantheon. Now, the reason I chose the appearance from God of War: Ragnarök is because I believe this to be the most accurate portrayal we have in any media at the moment: brusque, with bushy red hair and beard, and built like a powerlifter off-season. I could've make an entire separate post describing the intricacies and little details of Thor's character, but for now, let's get down to business to defeat the Jötnar!
Next Time: Divine storm rages. It continues moving East. Watch out for horses.
Now, what was that thing we're usually do here? Ah, yes, build goals!
Divine Equipment: While Thor boasts unrivaled physical strength and stamina on his own, he is also the master of three important items that further increase his might; those being Megingjörð, the Power Belt that doubles his strength, Járngreipr, the Iron Grip Gloves granting him resistance to all the power he generates, and of course the famous hammer - Mjölnir, the Grinder.
The Force of Nature: Thor is the embodiment of pure strength and power. He brings down the full might of the Aesir gods to all enemies of Asgard. The thunder you hear in the skies is the result of his mighty hammer swinging against Jötnar skulls. While he doesn't manipulate lightning to the same extent as, for example, Zeus or Ao Kuang, the storm always joins him on the battlefield.
War Priest: People know Thor mostly due to his feats of strength and achievements on the battlefield (and probably because of... eugh... Chris Hemsworth's portrayal), but what you might not know is that Thor is also viewed as the ultimate protector. His hammer is used to bless and certify marriage ceremonies, he has the ability to heal wounds of warriors, and even resurrect his faithful chariot-pulling goats.
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There are two options when it comes to making Thor in D&D. One is to go with Goliath if you want to emphasize his endurance and strength; that would be a very good, solid base, but I've used this one in my Kratos build, so we're gonna use the other option (and this blog's regular go-to), the Aasimar from Mordenkainen's Monsters of the Multiverse. We start with a +2 and a +1 to two abilities of our choice (Strength and Constitution respectively), resistance to necrotic and radiant damage, the Healing Hands ability that lets us heal a creature for [our proficiency bonus number of d4s] Hit Points once per long rest, and the Light cantrip (to apply on the hammer :D)
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Thor gets involved not only in the affairs of the divine, he is also very prominent in the lives of mortals. His protection and blessings are not only sought by warriors going a-viking (yes, viking is a verb) but also by the common folk and Scandinavian villagers. Because of that, we shall make him a Folk Hero. We gain proficiency in Animal Handling and Survival, which will be useful to take care of our goats in the desolate wastelands of Jötunnheimr, as well as proficiency with one set of artisan's tools (perhaps brewer's supplies to have a refreshing gallon of mead on the road) and land vehicles (such as goat-drawn chariot). Finally, thanks to the Rustic Hospitality feat, we may find our place among the mortals and common folk with ease and have a better chance of finding food, shelter, and potential aid in some tasks.
ABILITY SCORES
This one is a no-brainer, for Thor we must lead with Strength. Follow that up with Constitution; all that bulk has to contribute to something. Dexterity will be next, Thor does not move around the battlefield but an occasional hammer throw requires a good eye.
Wisdom will actually be next, but mostly because we need it for multiclass later. Charisma will be on the lower end; although Thor has good intimidation game, his messy appearance and brusque manners are far from some of the more charismatic characters. Finally, we're dumping Intelligence - the world of arts and science is not one we frequent.
CLASS
Level 1 - Barbarian: We need a solid base of health and damage to start with. Barbarians get a d12 as their Hit Dice, [12 + our Constitution modifier] initial Hit Points, proficiency with light armour, medium armour, shields, simple and martial weapons. We will give Thor a hide armour and, of course, a warhammer. Our saving throws are Strength and Constitution and we get to pick two class skills from the list (Athletics and Intimidation).
As a Barbarian, we of course start with Rage. By unleashing the divine fury, for 1 minute we gain the following benefits if we're not wearing heavy armour:
Advantage on Strength checks and Strength saving throws
A +2 bonus to damage rolls for attacks using Strength (increases as we level up)
Resistance to bludgeoning, piercing, and slashing damage
Rage lasts for 1 minute but it can end earlier if we decide to end it, we are knocked unconscious, or we fail to deal or receive damage during our turn. Initially, we can Rage twice per long rest.
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We also get Unarmoured Defense; if we're not wearing any armour, our AC becomes [10 + our Dexterity modifier + our Constitution modifier].
Level 2 - Barbarian: We develop a Danger Sense, giving us the advantage on Dexterity saving throws against effects that we can see (such as traps and AoE spells). To apply that status, we cannot be blinded, deafened or incapacitated. While attacking, we can also declare to make a Reckless Attack; we gain an advantage on the first Strength-based attack of our turn, but for the entire turn the enemies have an advantage on attacks made against us.
Level 3 - Barbarian: At this level, we can now use our Rage three times per rest. At this level, we also get to pick our subclass, our Primal Path; since Thor is the ultimate warrior of the gods, we're gonna use Path of the Zealot. We are able to channel Divine Fury into our weapon strikes. While raging, the first creature we strike on our turn takes extra [1d6 + our Barbarian level] radiant or necrotic damage (we choose the type when we get this feature and cannot change it).
As the Warrior of the Gods, we are meant to live until Ragnarok. Revival spells (Revivify, Raise Dead, etc.) do not require any material components when used on us.
Level 4 - Barbarian: Time for the first Ability Score Improvement. We're going to grab the Thrown Arms Master feat from Critical Role's Tal'Dorei Campaign Setting Reborn (it's now on D&D Beyond, the setting is semi-canon, I'm using it!): our Strength or Dexterity increases by 1, and weapons without Thrown property (such as our current warhammer) gain that property; I would also ask the DM to allow the next part of that feat: when missing a throw, a weapon comes back to our hand; normally, it works only with light weapons, but considering our divine strength, I personally would allow it in this case.
Level 5 - Barbarian: With Extra Attack, we can now strike twice during a single Attack action. We also gain 10 feet of extra movement when not wearing heavy armour, thanks to Fast Movement.
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Level 6 - Barbarian: At this level, we can literally change our own fate by being ANGRY. With Fanatical Focus, we can re-roll a failed saving throw when raging (once per rage), but we have to use the new roll. We can also now Rage four times per rest.
Level 7 - Barbarian: It's time to let go of all we've learned in Asgard about being a civilised fighter and give in to our Feral Instinct. We have an advantage on initiative rolls. Additionally if we're surprised before a combat (but not incapacitated), we can shake off the surprise and act before anyone else but only if the first thing we do is Rage.
Level 8 - Barbarian: Time for another ASI. This time, we shall put one point each into Constitution and Wisdom in order to prepare to tap into our divine portfolio with...
Level 9 - Cleric: Time to harness some divine magic! Multiclassing into Cleric doesn't provide us with any new proficiencies, but does unlock Spellcasting. Wisdom is our casting ability and we know cantrips, regular spells, and rituals. Clerics have access to their entire spell list and can prepare [Wisdom modifier + Cleric level] spells every day. We start with three cantrips (Mending, Thaumaturgy, and Word of Radiance) and two 1st-level spells (Ceremony and Cure Wounds).
Clerics also get to pick their subclass, their Divine Domain at first level. Here, it's obvious to go with the Tempest Domain to gain some power over the storms. We add two extra spells to our list (Fog Cloud and Thunderwave) and gain Wrath of the Storm: if we get hit by a creature standing within 5 feet of us, we can use our reaction to impose a Dexterity saving throw onto it; on a failed save, it takes 2d8 lightning or thunder damage (our choice) or half as much if it succeeds. We can do that a number of times equal to our Wisdom modifier per long rest.
Level 10 - Cleric: We continue our divine development with Channel Divinity. Using this feature, once per short or long rest, we can tap into the power of Asgard and utilise one of two (one deafult + one granted from our subclass) following effects:
Turn Undead: As an action, we can impose a Wisdom saving throw onto all undead creatures within 30 feet of us. On a failed save, they are Turned (cannot take reactions, must spend their turn running away from us, cannot get closer than 30 feet of us) for 1 minute or until they take damage;
Destructive Wrath: When we deal lightning or thunder damage, we can use this Channel Divinity option to deal maximum damage instead of rolling
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We also get one more spell for our small but significant arsenal; let's pick Bless, so that our party can receive the grace of the mighty Thor!
Level 11 - Barbarian: For this level, we gain the Brutal Critical feature. Whenever we score a critical hit with our melee weapon, we can add one additional die for determining weapon damage.
Level 12 - Barbarian: This time, we get a subclass feature. Our Zealous Presence is truly inspiring on the battlefield. As a bonus action, once per long rest, we can unleash a thunderous roar. Up to 10 creatures within 60 feet of us that can hear us gain advantage on attack rolls and saving throws until the end of our next turn.
Level 13 - Barbarian: At this level, we get Relentless Rage. If we drop to 0 Hit Points while raging, we can make a DC 10 Constitution saving throw. On a success, we get 1 Hit Point back. Each time we use this feature, the DC increases by +5 and resets back to 10 after a short or long rest.
Level 14 - Barbarian: We finally get another ASI. We can finally cap off our Strength to that godly 20.
Level 15 - Barbarian: Our Brutal Critical feat improves here. When scoring a critical hit, we can now add two dice to our damage rolls.
Level 16 - Barbarian: At this level, we get to channel our inner Dylan Thomas and Rage Beyond Death (...eh, they can't all be winners). While raging, we do not go unconscious if we drop to 0 Hit Points. We still have to make Death Saving Throws, but all the effects only take hold after our Rage ends... at which point, we can call Relentless Rage and possibly shrug off the damage.
Level 17 - Barbarian: To add on top of the previous feature that makes us immortal as long as we Rage, we gain Persistent Rage. The only way our Rage ends is if we choose to end it or become unconscious (which, as previously established, cannot happen from battle damage).
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Level 18 - Barbarian: This is our final ASI of the build. While there is a lot of stuff we didn't develop (and two odd numbers, much to my distaste), we have to balance it out with more Constitution so that we can at least soak up some damage that will definitely hit us.
Level 19 - Barbarian: Our Brutal Critical ability improves again. This time, it's reeeeally going to hurt whatever creature we score the critical hit on, as we can add a total of three extra damage dice to our melee damage roll.
Level 20 - Barbarian: Our capstone is Barbarian 18, which gives us the Indomitable Might ability. If we make Strength checks and our roll is lower than our Strength score (i.e. 20), we can replace the outcome with our Strength score.
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And that is Thor, as close to his real-life Norse myth portrayal as I could make him. Before I give you a short summary of him, however, I also need to point out that in D&D there are three items (from DMG Guide) that directly represent Thor's Symbols of Power; those being the Hammer of Thunderbolts (Legendary Maul), Gauntlets of Ogre Power (Uncommon), and Belt of Giant Strength (various rarities and types). If you wish to implement collecting those as your character's personal quest/backstory element, feel free to discuss it with your DM. Now, back to the build, what did we manage to cook?
To start off, we're a typical tank. With Strength and Constitution being our highest abilities, adding a +4 damage to damage while raging plus several opportunities to summon lightning onto our enemies. With the Cure Wounds spell, we can stay on the battlefield a little longer, and the combination of Relentless Rage and Rage Beyond Death gives us a chance to fight even after suffering serious wounds. Our role in the party is simple: deal damage and focus the enemy attention on ourselves.
Our Unarmoured AC is 15, we have a +1 to our initiative, and the average of 197 Hit Points.
Unfortunately, for decent health pool and damage dealing we had to sacrifice pretty much everything else. Apart from Strength and Constitution, our abilities are not great and we don't have a lot of skills to contribute to besides Athletics.
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I'm back, darlings. Hope this holiday season goes well for you. I do not make any promises to not sound like a dishonest fool, but I at least hope I can give you something to enjoy. Looking forward to reconnect with all of you wonderful lot.
-Nerdy out!
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magistic-v · 2 months
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kallisto-k · 17 days
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Hey y'all! I'm trying to get an idea if anyone would be interested in participating in a Starz Spartacus Mini Bang?
Base rules for interest:
Open to any ship (or gen) and any universe (no real people fiction)
5k minimum word count for authors
1 piece of artwork and a banner (which can be a snip of the original artwork with the title and credits) for artists
Any art medium except for AI
No plagiarism
All participants would be 18+
Please look for #StarzSpartacusMiniBang2024 if interested in the coming weeks
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doubtspirit · 2 years
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Thor's Battle with the Giants (painting, 1872) Photo: National Museum Stockholm / Bridgeman
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cerealex-art · 1 year
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fugeoni666 · 1 year
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...they closed the form before I can submit * sniff*
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thyla · 2 years
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#stage two of grieving: anger 🖕🏻 Spartacus: Vengeance • S2E01- Fugitivus
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roughridingrednecks · 7 months
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Donar
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ladybrythwensinclair · 6 months
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Hail Thor
Hail to the beloved of Sif Hail to the friend of humanity Hail to the defender of Midgard Bless and walk with us this day
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a-d-nox · 2 years
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masterlist of norse myths & legends
last updated: november 2nd, 2023
the blog's masterlist
paid astrology reading options, prices, and rules
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ask (4894) & embla (4895)
balder (4059)
donar (2176) / thora (299)
frigga (77)
heimdal (3990)
hel (949) / hela (699)
iduna (176)
jormungandr (471926)
loke (4862)
odin (3989) / wodan (2155)
signe (459)
sigyn (3631)
norse asteroid observations
part 1 (coming soon)
part 2 (coming soon)
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like what you read? leave a tip and state what post it is for! please use my “suggest a post topic” button if you want to see a specific post or mythical asteroid next!
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magneticovitalblog · 5 months
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"En la danza de dar y recibir, la generosidad es la coreografía del amor, donde cada movimiento crea armonía en el corazón del otro."
- MagneticoVital
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