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#this idea that monstrosity or otherness in general is inherently evil is dangerous and also frankly lazy writing.
vulcandyke · 3 years
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#not to take these shitty books seriously but like. i fucking hate the whole jace has demon blood no he doesnt thing#bc the big reveal that he doesnt have demon blood is like. surprise you actually arent evil#as if being good or evil is predetermined literally before birth in this instance#the idea that your blood or your dna can be inherently evil is so fucking wrong#also like. i know clary says the whole 'even tho they were difficult choices you still didnt choose to side with valentine'#but the aspect of free will is gone at that point. it's not interesting that the man who's part angel did the right thing#if the idea is that your morality is predetermined by your blood#how can sebastian even really be evil if he never had a choice to be good?#how is jace noble at all if the blood of ithuriel is what made him that way?#it's way more intriguing to say yes this character was created to be evil. yes he was trained from before birth to be that way#but he still chose to do the right thing in spite of it#bc as it is clare's statement here is 'oh it's okay bc he's a changeling! he's not ACTUALLY a bad guy bc he isn't actually part monster#this idea that monstrosity or otherness in general is inherently evil is dangerous and also frankly lazy writing.#it would've been way more interesting if valentine had been giving celine demon blood instead#also like. the dichotomy of jace/clary wouldve been way more intriguing if jace didnt also have the extra angel blood#the quasi-incest is fucking weird regardless tho. was that really necessary cassandra. really.#rambles#i have no idea if this is coherent im just thinking about how much i hate the idea that monster=evil and that your initial circumstances#define your whole life
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ravnicaforgoblins · 3 years
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Ravnica for Goblins
Exciting Planeswalker Visitors
(Caution: Before we begin, this post is going to be much more opinion-based than previous ones. These are my own homebrew ideas, use them as/if you wish, discard/dismiss them if you prefer.)
Planeswalkers are an integral part of MTG Lore, as well as several of its most iconic characters. Put simply, a Planeswalker is an individual with an inherent gift for traveling between planes, or worlds. The gift does not appear at birth, but is usually triggered by some manner of incredibly emotional (usually traumatizing) event. In addition, each Planeswalker displays a unique aptitude for a particular style of magic; be it plant growth, transformation, becoming transparent, illusions, invulnerability, summoning beasts, structural analysis, setting things on fire, etc. Whatever their specific brand of magic is, it’s usually on a higher level than an ordinary person can hope to achieve.
Planeswalkers, as a general rule, are wanderers by nature. They may have a home plane, or even an adopted home plane, but being able to traverse the multiverse leads many towards lives of constant adventuring/shenanigans. Add in the fact that Planeswalkers cannot bring anyone else with them on these travels (except in very rare cases), and you end up with a special breed of super-powerful magical loner. They show up, make a name for themselves with their big magic, and depart when they feel like it. Did you say, “Instant Adventure”?
Ravnica has a few native Planeswalkers among its citizens; Ral Zarek, Vraska, and Domri Rade. In addition, it has several Planeswalkers who have at some point or another (depending on your timeline) devoted enough time & energy to be effectively considered citizens; Azor, Tezzeret, Kaya, Dack Fayden, Dovin Baan, Gideon Jura, and Jace Beleren. Some of these are currently dead, missing, or magically barred from ever returning. At one point, Ravnica had more Planeswalkers on it at one time than any plane in the multiverse has ever or will ever see. If you are going the War of the Spark direction, good luck. You'll need it and so will your players. For everyone else, which Planeswalkers you choose to include in your campaign (if any), should be based on who will work the best for the story you’re trying to tell. A recommendation; if you find their lore too distracting and complicated, stick to the main beats. A lot of these figures can be boiled down to simple ideas, and you don’t want to bore your party with the entire novel of these usually dramatic/tragic lives. Trust me, the base concepts are enough.
With that in mind, here are four Planeswalkers that I, a random person on the internet, believe would work great for a Ravnica campaign. My choices are not based on who has canonically already spent time in Ravnica, or who would be the most powerful/dangerous to suddenly appear in the city. Several Planeswalkers have their own prior commitments on other planes that are pretty central to their character, and BAMFing them to Ravnica for a quick Bad Guy to take down wouldn’t do them justice. These four characters would slide into various aspects of Ravnica beautifully. These four would be the most exciting visitors to Ravnica.
Ashiok, Dream Render
I don’t think any MTG character could be as good a fit for a Ravnican Guild as Ashiok is for House Dimir. Ashiok is almost literally a walking shadow of secrets and intrigue. Their origins, their age, their motives, their face; hell, their gender is a secret yet unrevealed. Ashiok’s power is creating living beings born of the greatest fears stolen from people’s nightmares. Literally.
It’s like if the Dimir stopped half-assing the art of stealing thoughts and turned it into a weapon of mass destruction. Because even the mightiest of Ravnicans are afraid of things. Ask Niv-Mizzet about the Nephilim sometime, see how quickly he changes the subject. What’s better, for a Guild that prides itself on always having the up & up on everyone, Ashiok is inscrutable. They have no past that can be divined, no secrets that can be stolen, no previous encounters to prepare any for their arrival. Neither Lazav nor Etrata can claim such anonymity, despite their best efforts. Ashiok is a true enigma and a dangerous new weapon for House Dimir.
Ashiok also comes with the ability to create minions and NPCs from out of any PC’s worst nightmares, making encounters a great combination of roleplaying & combat. Fighting them is specifically facing one’s deepest & darkest fears made real. Can you say, “character development”?
Ashiok’s arrival could spread this new magical art to other Dimir Agents for a longer campaign, but it might be best to confine it to Ashiok in order to allow for a cleaner victory. Ashiok is not a fighter, cornering them into a direct confrontation should be enough to make the Nightmare Sculptor run for the hills. The mind is powerful, but also very squishy.
Tibalt, the Fiend-Blooded
You know how the Cult of Rakdos are technically Chaotic Evil but generally just a bunch of artsy hedonistic nuisances? Tibalt is to them what a gallon of gasoline would be to a lit stove. Good for fire, bad for everything else. Tibalt is an empath specializing in Pain Magic. Quite literally, he loves hurting people for fun. Drawn to pain like a magnet; physical, emotional, spiritual, psychological, etc, he is sadism personified.
His brief time on Ravnica during War of the Spark was enough to make a strong impression on the Rakdos.
“I like this one’s energy.”
This is because they do not realize how bad Tibalt would be for the Cult. There is a fundamental difference between the Chaotic Evil the Cult practices and the Chaotic Evil Tibalt delights in. The Rakdos have survived 10,000 years by taking in the freaks, the rejects, and the crazies, and giving them a place where they can live out their most depraved hedonistic fantasies. They are the voice of the outsiders bringing all figures of power & authority down a peg. They always punch up, never down. Tibalt is a young man with no home, no friends, no job, and no interests or hobbies beyond inflicting pain in as many people as possible. Tibalt punches everyone. The most important distinction between the two is that the Cult of Rakdos is a culture, a way of life for people to embrace; it might be crazy, but it welcomes & accepts people no matter how insane the world says they are. Tibalt does not care about anyone but himself. Following his example would see the city turned into the largest, bloodiest, and most destructive riot in its history; with Tibalt inciting and sicking every monstrosity he can find onto the city at once. He will burn the Rakdos candle at both ends and leave them to suffer the consequences of his fun. The aftermath being the city in ruins, the Cult wiped from the face of existence, and him moving on to his next project. In short, Tibalt will hurt the Cult of Rakdos as much, if not more, than the rest of Ravnica. Because that’s how he gets his kicks.
The one thing standing in his way will be Rakdos himself. As the single largest diva on the entire plane, Rakdos does not tolerate anyone who tries to steal his spotlight. As a 10,000+ year-old Demon Lord, Rakdos is in a league of his own, and Tibalt is just a hotshit little pain mage with a few tricks. It’s not a fight, it’s either an exit or a curtain call for the Planeswalker. If Rakdos is around, Tibalt’s spree will be very short-lived. If, however, Rakdos is doing his usual thing of hibernating for weeks, months, or years at a time, that’s a different story. Tibalt is good for if your campaign wants to bypass politics & intrigue and go straight to killing Cultists & Demons. He’s bad for anyone he comes in contact with.
Garruk Wildspeaker
In case I haven’t made my contempt for Domri Rade clear, I hold Domri Rade in utter contempt. As a character, as a Planeswalker, and most of all as a Gruul, he’s a failure. Scrawny, weak, gullible, and stupid. My chief grievance with Domri is that he fell short in all the areas the Gruul Clans idolize. He couldn’t survive in the wilderness on his own without his Planeswalker abilities, he couldn’t fight for himself except against weaker opponents or with herds of animals as backup, and he acted on orders from someone else who wasn’t Gruul. For a Guild built on independence and survival of the fittest, he failed both completely.
Garruk is the real deal. Gigantic, strong, savage, and cunning. Here is a man who, on a fundamental level, has embraced animal savagery as a way of life. He lives like a predator on the hunt, an alpha of any pack, and a fierce threat to all who intrude upon his territory. On a plane like Ravnica, where civilization has encroached on the untamed wilds almost completely, Garruk would be a gamechanger. Not only could he feasibly fight Borborygmos for leadership of the Gruul, he could win, and he could unite the Gruul under his howl of reclaiming the wilds from so-called “civilization”. Garruk would bring animal strength to the Gruul in ways they’ve only begun to tap into, and he’d do it in their language. Because Garruk understands the Gruul, and they understand him. They have so much in common with each other that it’s hard to think of any Planeswalker who could be welcomed so readily into a Guild. They would become so much more than rock-smashers and anarchists, they would become Ravnica’s reminder that nature will survive when all traces of society have crumbled away.
As if taking on the city itself wasn’t big enough already, Garruk has also taken to hunting other Planeswalkers, and can actually track them across the Multiverse. Meaning a few high-ranking members of Guilds and even the Living Guildpact have to take his threat seriously. He’s got a particular grudge against necromancers, dislikes talking, and has a special gift with animals of all varieties. All of which provides plenty of ideas to build from. He’s an 8ft tall Human Druid/Barbarian who willingly chooses animal savagery over intellectual reasoning, can there be anyone more perfect for the Gruul?
Did I say Ashiok was the most perfect fit for an MTG character in a Ravnican Guild? Yeah, scratch that. Garruk is.
Sarkhan Vol
Most Planeswalkers have a theme to their abilities. For some, that theme extends to their personalities as well. And then there are Planeswalkers who can be adequately summed up in a single word. For Sarkhan, that word would be “dragons”. Sarkhan sees dragons as nature’s purest & most destructive form, and carries a fascination with them that is perfectly healthy for anything with wings and scales that breathes fire, but generally less healthy for everything & everyone else.
One of the things that makes Ravnica unique is the distinct lack of dragons (emphasis on the plural). Ravnica has a dragon, Niv-Mizzet the Firemind, who made the executive decision thousands of years ago that he alone was sufficient to represent his entire species. Ravnican dragons are considered more intelligent than dragons on other planes, Niv himself being a prime example of this. Around the original signing of the Guildpact, Ravnica’s Godlike dragons were hunted to extinction, with Niv leading the hunt against his own kind. They were not entirely successful in this endeavor, but what few dragons do remain in the present day survive by staying as far off Niv’s radar as possible. Some dragons live by carrying out Niv’s will under constant supervision, or by hunting in the untamed wilds outside the city, or as sideshow attractions for the Rakdos (usually with their wings cut off to prevent escape). They are effectively stripped of anything that would identify them as “dragons” for the sake of their own existence. Since dragons are such a notoriously touchy subject for the Firemind, few have the nerve or fire immunity necessary to speak out against it.
Sarkhan would be horrified. If he thought the extinction of dragons on his home plane of Tarkir was bad, seeing them living like this would infuriate him beyond words. What would Sarkhan do once the initial shock of seeing his spirit animal (in more ways than one) reduced to pitiful scraps of life as lab rats, scared prey, and freak shows wears off? Let’s make it a game! Do you think Sarkhan will:
A. Cry.
B. Throw up.
C. Embrace this as a plane’s reality that he has no right to get involved with.
D. Scream.
E. Set something on fire.
F. Set everything on fire.
G. Bring back the dragons.
H. Burn the city to the ground with dragons.
I. Kill Niv-Mizzet.
J. All the above except “C”.
If you selected Answer “J”, then congratulations! You’ve just won a free trip to a BURNING METROPOLIS! Sarkhan will absolutely make it his life’s goal to bring dragons back to Ravnica and destroy the whole wretched city down to the last brick. How he would do it is up to you, but it’s a solid bet that even if every other Guild treats him like an apocalyptic madman, the Gruul might side with him over some shared beliefs in smashing the city apart with ferocious animal savagery. They tend to lean towards such ideas with uncharacteristic willful compliance. Ravnican dragons are primarily red, with the most prominent breed still remaining being the Utvara Hellkites beyond the city limits.
Oh, and Sarkhan can turn into a dragon, too. Have fun with that.
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thesilkenlair · 4 years
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(Casey Here!)
As much D&D as I play, you'd imagine I would eventually get around to illustrating some of their most iconic monsters! Which is to say, the ones that I personally find the most iconic. Which is to say, the ones I memorized when I was reading my dad's monster manual at age nine. Purple worm - Sandworms never go out of style. I've seen a lot of rad designs for this bugger over the editions, but I favor the slightly less reptilian older takes for this particular critter. It's kinda basic, but sometimes that's what you want. It's like a shark or a crocodile: Just flat out unchanged across the ages. Hook horror - I've heard it rumored that Gygax used a small Gigan figure to represent this monster. I can't verify that, but it definitely sounds right. Hook horrors are one of the very first things you meet when you play around in the caves, and they kind of remind me of the Father Deep monsters of the Hork Bajir homeworld that way. Mind flayer - Mind flayers! Basically, take all of your Dracula conventions and dip them in a fresh coat of Lovecraft. There's that old "decadent aristocratic upper caste system who literally eats the poor, but still somehow comes across as less evil than the actual real life 1%" setup that will never stop being relevant. Though personally, I see mind flayers as the first alternative for folks who want to play that monster-who-feels-the-urge-to-eat-their-friends-but-refuses-to-do-it shtick but don't want to deal with vampire baggage. You know, the furry option! ... Slimy? Rubbery? Do we have a word for anthro-cephalopods? I'm only a casual furry. Gelatinous cube - I'm not apologizing for giving this one a slot. Froghemoth - So, back when I participated in my very first long-term campaign, I played a druid. You've met Talia before. Naturally, I was chomping at the bit for the day I finally got to turn her into a froghemoth, and celebrated the day my wish was finally granted and she was allowed to chug human-supremacist-cultists like popcorn. Yeah, okay, the froghemoth is one of the classic vore-monsters. But it's a charming design in its own right. Kind of a freaky Hanna Barbara critter, like you'd see Space Ghost fighting. No matter how many artists draw it, they can never shake that inherent goofiness that third edition tried so hard to purge. I would probably cram them somewhere onto Fronterra if I was sure they were public domain. As is, I'm 99% certain that this is what Visser Three turned into when he ate Elfangor. Tarrasque - D&D's original kaiju! Kind of just takes the name and nothing else when it comes to its mythological origins, but I don't mind. The Tarrasque is that endgame "let's test the players" final boss monster... Or at least it's supposed to be. My DM reskinned it for our final Pathfinder session, and one of the PCs still nearly killed it in a single turn. Also, he let Talia turn into one, so maybe Pathfinder is just bullshit? Regardless, the Tarrasque has one of those simple, iconic designs. I've heard rumors it was based on the concept art for Fallout's deathclaws, and like the Gigan-figure, I can't verify this in any way. With its reptilian features, twin horns, spiny carapace and grabby fingies, it has an undeniable lizardlike quality that I can't help but find charming. Kinda feels like a more refined version of Zilla? Though for an insatiable eating machine, I notice a lot of artists give it very little belly to work with. Come on, this guy eats entire cities! Give him somewhere to put it! Rust monster - An icon of icons, the rust monster! Drawing its origin from a bizarre Chinese "dinosaur" toy, later designs have made it more insectoid in appearance, but never feeling QUITE like anything Earthly. It's the four limbs. Between the four limbs and the tail, it's hard to tell if it's an arthropod mimicking a vertebrate or the other way around. I'm pretty sure this is part of what inspired my ossaderm creatures for Fronterra. Also, Ryla can turn into one in our campaign. I have no shortage of havoc to wreak when the opportunity comes. Behir - Dragons in D&D are kind of... extra. Godlike beings, paragons of whatever personality trait they represent. Whenever there's something uber powerful in D&D, it gets compared to dragons. It makes them kind of unapproachable. Behirs provide all the essentials of a dragon - Serpentine body, scaly skin, horns, sapience, breath weapon, taste for human flesh - wrapped up in a smaller, weirder, IMO cooler package. You know, your Lambton Worms. A lot easier to port in and out of adventures, a lot less of an event when they show up, but still a formidable force in their own right. I like the behir. The behir knows how to taunt me just the right amount. Bulette - Another Chinese "dinosaur" figure monster, the bulette is actually another one I associate with Talia. Whenever we faced a problem that didn't have a glaringly and immediately obvious solution, she would turn into a bulette, whether it was for beating up robots, digging through obstacles, trampling smurfs, navigating labyrinths, distracting slashers with cute dog tricks... it was kind of her signature form. But shenanigans aside, the bulette is just an excellent monster. While the "land shark" shtick may be common, there's a lot more going on with the bulette's design. It's rumored to be a mad wizard's creation, as he combined a snapping turtle with an armadillo and mixed in a helping of demon blood to taste. Personally, I always considered that to be a neat little rumor to flesh out the world, but never assumed it to be true. The bulette just feels too naturalistic for that. Like some kind of protomammal or crocodylomorph, or weird triassic monstrosity. Magic and demons and dragons and so on DO affect the ecosystem. I always figured the bulette was just something that evolved to compete in this new biosphere. Owlbear - This one, on the other hand, I fully believe the "mad wizard was bored" explanation. Another chinasaur critter, the owlbear is frequently made fun of. What makes it scarier than a regular bear? It can't fly, so why have owl parts at all? Why trade fangs for a beak in what is at best a latural move? Well, first of all, fuck you, owls are creepy motherfuckers, and that alone is enough to justify it. But secondly, that's part of its charm. Besides some improved vision, the owl DOESN'T make it more dangerous. What makes the owlbear dangerous is that it's an insane, Frankensteinian monstrosity roaming uncontrolled through the wilderness! It doesn't need weaponry, its sheer temperament is enough to make it a worthy opponent. Sure, the practical threat might not be hugely above that of a bear, but storytelling isn't about numbers. Any asshole can go outside and get eaten by a bear. The owlbear is part of this world. The owlbear is a reminder of what magic can do. Someone somewhere actually made this thing, for whatever reason, and now the world is irrevocably changed because of it. Owlbears go beyond practicality. They bring the lore! Also, bears don't have very good eyesight, so the big owl eyes probably make them better hunters. Flumph - Is that a Japanese-style martian? Do we just have aliens in D&D? Dear lord, I love them! Okay, the flumph has got a sizable hatedom. And that hatedom can eat my ass, because the flumph is precious and perfect just the way it is! Flumphs are designed as a sort of sidekick-type creature. They're not very good fighters, but they bring knowledge and lore to the table. Whether they're aliens from some far off star, seeking your aid to prevent catastrophe, or psionic natives of the Underdark eager to bask in your positivity and hopefully stick it to the tyrants they're forced to share real estate with. My group generally treats them as straight up aliens, benevolent but strange. Course, we're all pretty strange, so we get along just fine. Otyugh - Okay so, the aberration creature type implies that this is something from another world that doesn't belong. And yet otyughs, which are aberrations, are an essential part of this world's ecosystem? Okay, I can buy the idea that an alien organism adapted to our world and is now a key part of it. Fronterra's got a TON of that. It just feels like after a point, the otyugh would be considered a beast? Otyughs are great. Every ecosystem needs a decomposer, and every fantasy story needs at least one dive into the sewers. Otyughs provide both, and are intelligent enough to keep the plot moving if it hits a snag. There's always going to be garbage, refuse, carrion, decay, things that need to be broken down and processed. Carrion crawler - The carrion crawler is pretty similar to the otyugh in that it's technically not considered a beast, and therefor must have its origins elsewhere, but feels so integrated into the ecosystem that it just feels like it belongs. They usually can't talk, so they're not just reskinned otyughs, but I still consider them pretty essential. Otyughs find a singular spot where waste is dumped and shovel it down at their leisure, while carrion crawlers skulk through the tunnels, actively seeking their food. The crawler got one of the most radical redesigns on the transition from second to third edition, but I can't really choose a single favorite. The oldschool tentacle-faced cutworm looks like it could be a real animal, while the googly-eyed Halloween decoration feels like it could be from another world, merely having set up shop here. Could there name apply to two wholly different creatures? If so, then I'm not sure which one mine would be considered. I kinda mashed them together into something that doesn't quite feel like either. But I like it for what it is. Maybe I'll sneak it onto Fronterra. Aboleth - Tentacled, telepathic sea creatures who turn humans into slimy minions, who remember everything their race has ever seen, and who are always plotting something behind the scenes. Yeah, the aboleths really crank up the Lovecraft elements. Actually, between the mind flayers, the flumphs and the aboleths, even the most oldschool D&D covered quite a few essential Lovecraftian bases. The flayers are your corrupt yet still recognizable humanoids who can be considered truly evil, the flumphs are benevolent-yet-bizarre guardians who know more than you, and the aboleths are the truly unknowable, sinister intellects. The fact that they can barely function on land honestly only adds to that, IMO. They're inherently difficult for a party to reach, and they offer some nice underwater adventure seeds. Not enough adventures go underwater. There's this perception that the ocean is bad for storytelling because so many writers lack the creativity to make it work. I wanna run an underwater adventure now. Beholder - Icon of icons! THE D&D monster! The beholder! Paranoid, jumpy, always five steps ahead and twenty steps perpendicular! Beholds are fun in just about every way. Between their wacky, diverse designs, their elaborate lairs, their eccentric personalities, their bizarre powers, you're never gonna run out of fun with beholders. Remorhaz - It's always been a thing that bothered me with environment-based monsters. Why does the ice monster who lives in the cold use ice as a weapon? Aren't most of the things it encounters going to be resistant to the cold? Sure, a cone of cold will still kill a polar bear, but a lot of the monsters in the tundra are outright immune to cold. A while dragon's not going to get much use out of its breath weapon fighting frost worms and frost giants. That's one reason the remorhaz sticks out to be. We have an icy tundra beast whose insides are a scorching furnace, which it can intensify and weaponize as it sees fit. Which also conveniently explains why its design - a sort of cobra-esque centipede - invokes warm-weather creatures, despite its icy environment. It's a nice subversion of the usual tropes, plus it's just a memorable, cool looking critter to begin with. On a smaller note, the remorhaz feels like a good loophole for Ryla's "no cold weather morphs" rule. Turning into something elementally affiliated with ice is no good, but a non-magical monster that survives the cold by superheating its insides? That seems perfectly viable to me!
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