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#zedar
Round 1, Match 22
Andrew and Ashley Graves (The Coffin of Andy and Leyley) vs Belzedar (The Belgariad)
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Propaganda under break
Andrew and Ashley Graves
Both ate their parents after breaking into their new home. Also there's some demon summoning they did, literally selling their victim's souls to the demon they made a deal with. Notable quote from Ashley: "We offer you that guy's soul!"
Ashley - overall a horrible person, implied undiagnosed sociopath who threatened her brother's girlfriend, emotionally manipulates and actively provokes her brother, recently began murdering people she doesn't like, cannibalizes people she murders.
Andrew - enables his sister's worse habits (when he thinks it doesn't involve him), uses plausible deniability by blaming his sister for his actions (despite the fact that he had the freedom to ignore her ideas in many cases), also a cannibal.
Belzedar
They turned traitor against their adopted brothers in a war of gods and magic.
It's suspected in universe that before their betrayal was know, they convinced one of their brothers to commit suicide.
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incorrect-belgariad · 2 years
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Belgarath: When I die, please donate my body to science.
Belgarath: Except for my middle finger, give that to Zedar.
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Sharkfolk
“I had believed that there was nothing more frightening, besides creatures of the more monstrous variety, that a sailor could find themselves face-to-face with than a shark. While this idea was born from a man who had never stepped onto more than a small rowboat, and has been disproven hundreds of times, the most ironic thing to break this concept was when I was told that some of those sharks happen to have legs.
Grassha was friendly to a fault, but their rows of teeth and imposing build still nearly made me reconsider working with their company. But never had I been more afraid of them than when the ship was attacked, and the captain ordered that if we took any injury, we would return to the ship immediately. Because when there was blood in the air, Grassha didn’t care who it belonged to, only that they wanted more."
—Alec Crestfall, ‘Across the Monster’s Sea’
While the sahuagin are Sekolah’s children, the sharkfolk of Zedar are those who truly represent the shark god. Standing between six and seven feet in height and naturally broad and bulky, with a large, muscular tail behind them, the sharkfolk value strength above all else, and will often follow powerful individuals out of a desire to be on the strongest side. They share a mutual respect only with the sahuagin, and any other race must prove their worth before a tribe of sharkfolk will agree to not hunt them down.
Always Moving
Similar to true sharks, sharkfolk rely on constant travel for survival, though that is more due to a nomadic nature and lack of territory than a biological need. Most sharkfolk band together in nomadic tribes to compare strength and increase their power with numbers, and to breed stronger families, though many sharkfolk set out on their own, earning personal power and fear. Few families coddle their children, expecting them to adapt or perish, training them as hunters and warriors from birth.
They travel with impunity through sahuagin territories, the shared reverence of sharks granting them a rare immunity, but it is not unheard of for tribes or individuals to encroach on other territories. In cases like this, it is often the best idea to ignore the intrusion, as they tend to jump on any opportunity to enter a battle.
Blood in the Water
Sharkfolk are rarely welcomed into groups outside of their own, because they have a sensitive nose and an uncontrollable bloodlust if they catch scent of blood. If a creature is badly injured, regardless of allegiance, most sharkfolk won’t be able to stop themselves from tearing them apart. Most hunting is done by individual sharkfolk for this reason, to prevent the slaughter of each other. This isn’t to say that many sharkfolk can’t overcome this weakness, especially those who push away their more violent urges to pursue a life away from the brutal, bloody nature of their people. 
Sharkfolks can resemble any number of sharks, and can appear more feral or humanoid depending on their lineage and habitats, but all sharkfolk suffer the same bloodlust and violent urges, even if one was raised away from their usual society. They often compare kill counts with other tribes or warriors, and show a rare amount of respect to any with more kills than themselves.
Sharkfolk Names
Sharkfolk names are often similar to those of the sahuagin, but due to the disjointed nature of their cultures, many will also adopt names in aquan or even common. While they identify tribes based on scent and visual cues, they will adopt a tribal name in common, to strike fear into sailors.
Personal Names: Abshaka, Cuttlesh, Lionfish, Malucsh, Yashiqis
Clan Names: Hammerbone, Megalodon, Tigerblood, Whitehunt
Sharkfolk Traits
Raised and bred to be a powerful warrior, you possess several abilities to help mark you as the apex predator of the oceans.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Age. Sharks mature faster than humans, being considered adults by the age of 12, and those who do not die in battle rarely survive longer than 60 years, with the lives they are expected to live.
Alignment. Sharkfolk are bred to be aggressive and ferocious, and rarely show any care for anything weaker than themselves. Their care for law is a very weak sense of honour, marking the majority of sharkfolk as neutral or even chaotic evil.
Size. Most sharkfolk stand well over six feet in height and weigh nearly 300 pounds, bolstered by their natural bulky muscularity. Your size is medium.
Speed. Your base walking speed is 25 feet, and your base swimming speed is 45 feet. 
Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Amphibious. You can breathe both air and water.
Bite. Your bite counts as a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Blood Tracker. You have advantage on all perception checks to locate any bleeding creatures within 60 feet of yourself, or any creatures with less than half of their maximum hit points within 120 feet.
Blood Madness. The scent of blood unleashes your feral instincts. Any creature below half of their hit point maximum that is within 60 feet of you can cause you to attack it with everything you have. At the start of your next turn, make a Wisdom saving throw to resist the temptation. The DC for this saving throw is equal to 10, +1 for each additional two creatures below half of their hit point maximum within this range. On a failed save, you must use your movement to get as close as you can to the nearest creature in this state and perform a melee attack with advantage, or use your dash action if your movement cannot reach them. Attacks against you have advantage while the blood madness persists. This save can be repeated at the start of each of your turns, ending if all targets are killed or healed past half of their hit point maximum.
Languages. You can speak, read, and write Common, Aquan and Sahuagin.
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crrgnjf · 7 months
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day 9 - crossover ship/rarepair
it's kind of both?? i guess
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omgitsbeewave · 9 months
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solidazity you say? of course
it's like 5 am for me, so... yeah....... it could be more, but i wanna sleep
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lasalegarce · 1 year
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Torak pondering on the Orb
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+ bonus Zedar being a peeping Tom
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roryintheir90s · 15 days
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To be fair zedarity is two cute blondies sooo very fair
True and real
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444names · 2 years
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natural sattelites + stars
Achbah Achedar Acubene Adhaferak Adhaferatz Adharanand Aegin Aladum Alamulk Alara Alari Alatea Alatrix Albal Albaldun Albalia Albalrai Albari Albior Alcheddi Alchelina Alchib Alchibaham Alchium Alcorax Alcyon Aldah Aldeba Alderakis Algediad Algenif Algenubi Algenus Algor Algora Algorgone Alhain Alhajot Alinand Alkaleh Alkalya Alkalyke Alkura Alkuran Alkurana Almeliaq Alnath Alnathim Alnilamal Alnitaka Alphact Alphae Alram Alrissa Alrissaleh Alsafias Alsha Alshai Alsuud Altanev Altaran Althe Alyke Amakan Amalina Ancisco Ankent Antarqeq Anthea Anthemia Aoedeimosa Aoedus Archedar Archedaron Archeddi Arcturn Arichore Arissa Arissalm Arnarvos Arnsaxa Arrai Arrak Ashir Ashira Ashird Aspinanda Astereip Astulafage Atlassali Atrin Atrix Avijava Aviorix Azale Azelphecca Azimede Bahasim Batea Bebhion Belia Beliak Belik Benhakraz Bergel Besto Beten Bianchibal Boteus Calia Calimech Calinde Calioth Callene Calleneb Callethyon Callistra Calyke Capellah Capellux Carmus Castabit Caste Castea Celaris Celava Cellux Cerebella Chabik Chedaron Cheddi Cherkab Cordelik Cressias Cylleneb Dabit Daphnistor Deimosaleh Deneso Desdem Despica Despid Despidike Dhenebola Diademisto Dionn Diphadira Diphera Dysnome Earthim Earthosie Edasim Eladfarkad Eleneb Elnathi Eltair Eltar Eltarf Encha Erinchird Erion Erione Erionn Erissa Erissale Erria Errim Errima Euantares Eukeladus Eukelaeno Eukelava Eukella Euporrim Euporrimas Europe Europs Europus Faris Feratanev Ferditan Fomam Fornjoth Franda Furus Gacrabih Galas Galath Galathi Gatriton Gatrix Gianca Gianchium Gieba Giebara Grafi Grassa Grastula Greid Hadaron Hadira Hadiram Haldhib Halleneb Haraph Harpallich Harpo Hassa Heleb Heliak Helinda Helxinoe Heramin Heratz Hertaniah Hezen Hoebe Hoebella Hoebellah Homalia Hyadus Hyperissa Hyperos Iaplacidus Iocasto Jarnaq Jarnarvos Jupid Kaffias Kaleh Kasto Kerberga Kerbero Kerberope Kitania Kochard Kornjothab Krabit Ksorab Ksorax Laomeissa Larichoros Ledasiphda Lesari Lysitheus Mahasiphda Maiad Maiam Marfak Margares Margas Matheus Megaeon Megreid Meisa Meisam Mencelari Mencellux Menchium Menkaa Menkalyke Menkard Menke Mergares Mesari Mesarth Mesaturud Methea Mimos Mimosali Minelgedia Minelgeus Minkaa Mintakan Mintaura Mintauri Mirachbah Mirami Miraq Mirfar Mirfarbaut Mirfari Misto Mothab Muliet Mundilfark Murzimech Naiademona Naiam Namarf Namark Namathfar Narvos Nasceptune Nascheda Nekkarie Nescherkab Neschubba Nihalla Nunkib Oberga Oberope Oberosali Orthi Orthimas Paali Paaliak Paalioth Pallisto Panda Pandorabik Pasich Pasithea Perionn Phein Pherse Phertan Phoebellus Phoedus Pleion Plutonoe Porix Porria Praxidiske Procyone Prome Prope Props Protan Protaniah Protein Psamakan Psamar Psamark Pulchea Pulchiban Rassida Rastra Regora Rigelmir Rigelmiraq Rosperione Rotein Ruchbia Rukbatenar Sabih Sabit Sadache Sadar Sadaron Sadatonoe Sadir Sadlam Sadrastor Saiphda Saiphein Saleh Salibah Sarga Sargares Sarthonea Sarthosie Satur Saturud Schel Schera Scherkad Seginusaka Segirtab Segirtabit Shail Shamarfik Shati Sherami Sheratara Shermippe Sinisto Sinoe Sinome Sinomia Situlafage Skathfar Skathimas Skollus Spidike Spina Spondem Subrach Suhai Suhain Suhelia Suheliaq Suhelinan Suhelind Surturn Surturud Sycora Sycordelia Taban Taret Tarfar Tarfik Taygetena Telgedi Telgubi Teres Terope Terosa Thalari Thaldene Thaliba Thalimede Theat Theleb Thelectra Themistra Theus Theuse Thyonea Titaniah Umbrie Unukaleh Unukalinde Unukat Unukath Urakis Vegacrux Vegaeon Venubi Vinda Wasaleh Wasaliak Wasatur Yildus Ymiraq Zedar Zelfafat Zelfar Zelfark Zelpherse Zibaldeba Zubene Zubeneso Zubens
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top10lijst · 2 months
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candacehughes · 5 months
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candace marie hughes kebar jebarred concrete buildings sabar process all buildings in united states country earth and proceed lock and debarredtex zedar tekarred concrete all overseas buildings on earth and proceed lock and getazar all nasa buildings on earth and proceed lock and jaz carred weuqa all countries buildings on earth and proceed lock. on. paid. bank printed on. paid. bank sent on. paid. locked on. paid.
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fasositodo · 2 years
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After half a day we have 40 submissions, with 31 unique entries! That's really great! I wasn't sure how long I'd have to have submissions open for but at this rate I'm thinking a week. We've got enough to do a tournament already but I want to see if we can make it bigger.
There's been some submissions with both the "good" and "bad" siblings together, and other where it's just the "bad" one(s) listed. Either way is great!
One submission I'm a bit unsure about is Belzedar. I'm not familiar with the Belgariad series, and looking it up I'm not sure who his adoptive family are meant to be. Are the Disciples of Aldur like a family?
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incorrect-belgariad · 2 years
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Belgarath: When I die I want you to cremate me and throw my ashes in Zedar's face.
Silk: That's a crazy request!
Zedar: No, I get it.
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Homebrew Masterlist
More information, maps, and playable content will be added as it is completed.
Adventurer’s Guide to Jadeclyff
With a rich history and magic all but humming in the air, Jadeclyff is an intriguing romp for all, no matter what time period you find it in.
Currently contains the following:
Two new playable races, a new elf subrace, and a reworking of the Kobold race
A guide to creating and playing mixed-race characters, as well as two examples.
Six new Subclasses: the Gadgeteer Artificer, the College of Dubstep Bard, the College of Lullabies Bard, the Chaos Domain Cleric, the Circle of Architects Druid, and the Beastial Blood Sorcerer.
A list of the Gods worshipped in Jadeclyff
Nomad’s Guide to the Fey Forest
In the southeastern corner of Jadeclyff, there exists a strange and wonderful forest created and inhabited by feyfolk. Follow this guide to the people and magic within the Fey Forest, lest you get lost among the shifting pathways.
Currently contains the following:
Six brand-new, Fey-inspired playable races, some wholly original and some existing creatures made playable
Four new Subclasses: the College of Birdsong Bard, the Circle of Trees Druid, the Way of the Faerie Monk, and the Feytouched Sorcerer
New backgrounds, spells, and trinkets
20+ brand-new creatures you can encounter in the Forest or the Feywild beyond, as well as a few creatures converted to 5e from previous editions
Sailor’s Guide to Zedar
Located off the southwestern shore of Jadeclyff is a series of islands surrounding a giant whirlpool. This country is known as Zedar, and it is home to pirates, sailors, and all manner of those who dwell on and below the waves.
Currently contains the following:
Three new playable races
Stargazer’s Guide to the Planes
The land of Jadeclyff is awash with magic, and it seems to act as a beacon to draw all manner of unusual folk to it. This book details many of them, as well as the effects they have had on the world and the things they left in it.
Currently contains the following:
Two new playable races
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pocketramblr · 3 years
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i was gonna make a “durnik my beloved” locket gif and then i realized that. thats what actually happens. beldurnik.
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omgitsbeewave · 8 months
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tw: blood; angst, probably; gluchy stuff, idk
i really love science jim au and this is my favourite thing now down here
here it is, the thing i worked on from august
i have a lot of things i'm working on, yes
it was ask from another social network (or media, i don't know the difference), but i really want to post it here
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c: 💕
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