… and the Imperium of Man are not the good guys.
These guys, with the iron crosses and the scary face-masks, surprisingly not very nice.
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How do you think the different primarchs flirt?
How does the different primarchs flirt:
Lion - The lion is the most asexual person to have ever existed and has never been attracted to anyone, but he has thought a lot about it. He secretly wishes he could find that special lord or lady that he can court and spoil and be chivalrous to.
? - Insert the worst kink you could possibly imagine.
Fulgrim - Touch. He will take every opportunity to be close to the person he’s into. And that is in sharp contrast to him since he won't tolerate being touched otherwise.
Perturabo - Gifts. Handmade things that are specifically tailored to what he thinks you like. Will never ask what you actually like.
Jagathai - He will let you ride his motorcycle.
Leman - Food and drink. He will constantly make sure you are fed and warm, and happy.
Rogal - Nothing. He won't make the first move. If you like him, he will wait for you to tell him that. When in a relationship, his love language is acts of service.
Konrad - Art. He will make you an installation of crucified but still living rodents.
Sanguinius - Over-the-top romantic gestures, especially in public.
Ferrus - Big himbo energy. Will flex his muscles and pretend to be dumb.
? - Super vanilla and romantic.
Angron - Will find anyone who likes him to be weird and thinks something is wrong with them and immediately block them on all socials.
Roboute - Time. He is the busiest man in the galaxy and usually delegates meetings and messages to be handled by someone else. But he will always make time for you, to see you, or send/answer a message no matter how busy he actually is.
Mortarion - Flowers.
Magnus - Love spells.
Horus - “Want to fuck?” And somehow, he still has enough charisma to make that line sound classy and irresistible.
Lorgar -
Vulkan -
Corvus -
Alpharius/Omegon - Lovebomb, then ghost. Somehow works every time. I'm a bit stumped about 17-19 since I know so very little about them. I have been asking people for advice and have gotten some great answers. But they really aren't my take, so it feels wrong to add them here. So please feel free to disagree/add/make your own takes to this list :D
Now that these monsters are posted… check out the concept sketches and the final version + quick background (because Tuz wants to have the transparent PNG be exclusive).
Done as a commission for DM-Tuz. Check out his stuff, he has some good DnD 5e homebrew content!
So satisfying. Can't wait to see more of that guy's work
Alright! Let's actually talk about this waterfall thing. It is an amazing showcase of many things that I adore from late 90s graphics. I am replicating this in Blender, through mere observation of the final game, so some things might not be exactly accurate to what the PS1 does.
First off, this is what I started off with, straight from the Noesis exporter into Blender.
"Looks boring!" "What are those weird gradient quads?!" Oh we'll talk about those too, don't worry.
Let's start simple, figuring out the Layers.
We've got the base level geometry, then two layers of water, each with a different texture.
Let's focus on the bottom Water layer first. A waterfall's water falls, and the age old trick to replicate that behaviour is to scroll the texture along the mesh by offsetting the texture coordinates every frame.
Simple enough. Not too convincing yet.
Let's do the same with the other layer.
Look at it goooo!
An often-used trick to enhance the waterfall effect is to increase the distance between vertices (or squash texture coordinates) as the geometry goes down.
This affects the scrolling velocity for the texture in each section, making it look like gravity is accelerating the water.
MGS pulls yet another trick on top of that:
Vertices are subtly animated to oscillate, making the water flow seem more irregular.
It seems to be something similar to what is done to geometry when the camera goes underwater in the docks or vents area.
One opaque layer of water on top of another is no good.
Alpha Blending is an expensive technique and it'd not give the desired effect.
Additive Blending is used instead. The lower layer is rendered first, the second layer is then rendered on top, adding the color values together.
Now we get to talk about those weird quads.
They are darkening gradients! Instead of using Additive Blending, they do the opposite, the color value from the texture is subtracted from the scene that was rendered below, effectively creating shadowed areas.
Who needs HBAO+ anyway?
Lighting pass!
I just threw a few point lights to try and replicate the original vibes of the scene.
MGS, instead, uses lighting information baked into the vertices of the scene to create this mood. And what a mood it is!
Here's an additional example of the same techniques used in the bottom part of the same scene. Although the game seems to be rendering that water mesh as (almost?) completely opaque, there is an actual floor mesh under it.
There, I fixed this post. If you enjoy my posts, shit or not, consider supporting me on Ko-fi, I will appreciate it a lot 💞: https://ko-fi.com/parametricpalta
My husband purchased me 4 items from the Witches and Wellness queer artisan market we visited yesterday :)!
I got a little ring (my first ring ever) with mushrooms stamped into it, two plastic-beaded bracelets with "she" and "T4T" beaded into them respectively, and then a chain, decorated by red gem beads, meant to hold my glasses.
I was considering asking for a witch's pointed hat, but I decided I felt sufficiently blinged out and would be very happy to leave the busy event.
I looked in the mirror a few hours later, the chain hanging from my glasses framed my face with the red beaded accents and it made me feel... euphoric. It made me feel pretty. I didn't have to look away from the mirror until I was finished being happy for myself. I am very lucky to have someone who willingly and happily facilitates my journey to being a happier girl.
Hello! I have an interesting villain idea, but I'm struggling with how to integrate them as a recurring character. They are a Changeling Swarmkeeper who made a deal with a devil in their youth, and have regretted it ever since. They now carry out their patron's will with ruthless, but dispassionate efficiency - even seeming reluctant at times. The players can attempt to kill this slippery foe who so easily vanishes in a crowd, but they could also try to help find a way to break their contract...
“Grisly deaths are to be expected when mages are involved, but all the same I can’t help but pity the old geezer. All the power of the cosmos at his hands, names of gods upon his lips: and some freak decides the best way to off him would be “Eaten from the Inside out” “
-Darvu Karn, lead investigator for the magocratic tribunal, persuing the death of Igirius the imaginator, a murdered archmage.
Adventure Hooks
A serial killer is on the loose, one who favors flesh eating insects as a murder weapon and always seems to target powerful scholars or arcanists. Years will pass between the killings, but invariably a body or three will be found devoured by innumerable tiny mouths, the premises stripped clean of evidence as well as any scrap of paper. After one of her colleagues is found in such a state, the party is hired by archmage Orisa hearthweaver to find the assailant and ensure she’s not the next one to feed the swarm.
Whether recovering antiques from a dungeon or heisting them from the manor houses of the well to do, the party comes across an ornate lockbox sealed with arcane means that seems almost unnaturally enticing. The box contains no treasure, merely a desiccated hand, crudely severed, home to a number of small unidentifiable insects. If any magic is used near the open box ( including in the opening of it) the beetlelike things begin to multiply at an alarming rate, seeking to devour the caster in question. The only other thing contained by this deadly trap is a symbol: a diamond like shape composed of crude, inward spiraling scratch marks, seemingly etched into the interior box by the hand itself.
A friend of the party’s caster and former fellow apprentice writes to them with some concerns: after acquiring an innocuous book they seem to be followed everywhere by a hooded figure that seems nothing to do but stare, twitch, and scratch. Driven by anxiety, they’ve decided to flee their home and attempt to evade this stalker, and hopes the hero may be able to lend any sort of aid they can. When the party finally catches up to them, the friend is on the verge of being attacked by a figure who’s wounds drip black ichor and skin crawls with innumerable vermin. The assailant flees, but will most assuredly will be back unless the party does something.
Setup: Less an actual assassin than the implement of a sinister, alien intelligence, the man who sometimes knows himself as Yves is perhaps one of the most dangerous and selective killers at large today. Working his day to day life as a simple criminal and hired blade, Yves is every so often overwhelmed by a sickness he calls “The Itch”, a demonic compulsion that turns his blood into viscous poison and grants him supernatural insights and abilities that make him into a perfect living weapon for the killing of mages.
Yves has no control over when The Itch strikes, or who it targets, for those are chosen by his patron: the devil-swarm Zicivaic. This devil is at once a vast horde of bettlelike creatures sharing a vauge intelligence, the vast floating hive-islands they occupy in their particular hell dimension, and the mummified body of the original Zicivaic entombed at the center of the largest and oldest hive.
The devil-swarm has only three wants: isolation, propagation, and knowledge. All of these are fed by targeting mages, whether they be ones who learn a means of contacting or summoning Zicivaic, or merely those who accumulate a sizeable enough library to make a meal for the lore-eating legion. When such a target is found, Zicivaic sends Yves ( or another of those it has inflicted with its curse) to slay the mage and feed their arcane libraries to the swarm, the innumerable tomes pulped down to make more hive, the magic contained within spreading throughout the swarm.
Background: Yves first came into contact with the devil-swarm when he was a boy, apprenticed to a two-bit sorcerer who’s only real talent was passing off the scraps and scribblings of more obscure mages as her own. One day his tutor bought a book of Arcanum from a group of traveling adventurers, who had liberated it from the lair of a nameless cult they’d recently slaughtered. The youth was inflicted by Zicivaic’s curse in a botched summoning ritual, one that saw his tutor devoured and Yves left a confused and traumatized wreck.
Since then the envenomed assassin has made his way in the world, forced to adapt to his frequent “illnesses” that come over him like a debilitating fever and leave him with only hazy recollections of the time or deeds he performs while under its sway.
Far away in some rank and buzzing hell, the original Zicivaic exists in a similar wretched state, body all but wasted away as it forms the core of an archipeligo of fear and disgust and hunger. Zicivaic was once a scholar among devil kind, one summoned by petitioners for polite discourses on the nature of philosophy and the arts. His pretentions and genteel nature angered a rival fiend, who conspired to slip a cursed tome into their possession, one that would burden the scholar with a literal hunger for knowledge. Compelled, Zicivaic ate the tome, then their apprentices, then their library, then sent shards of their being out to seek more. Reduced to little more than hunger and the need to know more, the newly formed devil-swarm now operates primarily on instinct, displaying flashes of infernal cunning as the ghost of the original Zicivaic’s original personality stirs from its devouring torpor.
For the asker: Hey friend, sorry about the delay, the holidays have been wild and my inbox has suffered for it.
One of my key pieces of advice when designing content is to make sure that you don’t mix too many different “influences” into a project, as keeping things trim will ensure you can fit a story element into different setups until you find something that really works.
In this instance you’ve got:
A Changeling: faceswapping doppleganger heritage, mistaken identities, identity crisis
Swarm Imagery: notes of pestilence or famine, mindless consumption, disgust,
Bargins with devils: damnation, souls, elements of contracts and all that religiously fun stuff.
I hope you don’t mind, but I decided to focus in on the devil-swarm aspects, as I think it makes for a unique antagonistic force compared to your usual, silvertongued, pitchfork and hellfire type devil. Likewise, I think Yves will be an interesting mystery to pick apart as his killings, as his motivations are more “occult” than “homicidal”, forcing a party to look further in their investigation than your usual conspiracies or crimes of passion.
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Can confirm. He was literally wearing the exact same collar at the comic con me and my husband saw them at yesterday.
(We bought the large bleached dye shirt with the beautiful Luna moth(?) on it. Absolutely loving it 💜)
im actually a puppy dog irl this is me btw
Hello! I've been batting around an idea for a warlock of the undead whose patron is an eldritch Far Realm entity, but haven't been able to find much in the way of official lore for the plane. I would love to hear your take on the subject, if you had any ideas for the landscape and inhabitants and such!
So for those not in the know, the far realm is the d&d cosmology's designated corner for lovecraftian shenanigans, being the default origin of most aberrations as well as anything particularly "madness" related or stuff too weird to fit into the morality based system of planes.
I'm not a big fan of the far ream ( insert joke about me being too weird to fit into the morality based system of planes) because it makes the entry level cosmic-horror fan mistake of conflating tentacles with the unfathomable and paints things beyond human perception as innately hostile and entropic.
To me, the astral sea is the place where all that far-realm weirdness should live, being that its the place where thoughts become physical heedless of any physical constraint. There’d naturally be alien environments that were hostile to life native to the material plane, either in that they were unsuited to conventional biology, or operated on a different set of physics/math/coherence to more traditional reality. That said, it does serve our storymaking to have a bad place from whence things can come from/be banished to, so for that end I'll let you in on my own version of the unknowable plane: The Dead Realms
TLDR: The dead realms are a cosmic junk heap, myriad realities that have become unstable or suffered through an irreparable apocalypse and have inturn scoured or abandoned of mortal life and the gods that oversee them. Seeking to avoid further disruption of the cosmos, the great entities which govern the astral sea quarantine the dead realms in their own fold of space. Cross contamination renders the plane into a simmering cauldron of chaotic energies, as civilization plagues and reality storms crash against eachother with the tomb-prions of world eating gods as backdrop. Any breach of the realms’ containment could lead to potential doom, as anything that can survive the end of multiple worlds is likely more than capable of ending a few on its own.
Ironically, the reason that the asker can’t find lore about the far realm is that its on purpose, and that’s sorta the problem: The far realm was written to be intentionally vague, hearkening to unseen and unknowable horrors of the lovecraft mythos. The problem with that is that as part of the greater dnd multiverse ( atleast the default one) the far realm is a place you theoretically CAN go, and given that some of the game’s biggest baddies originate there, meaning that there needs to be more about the plane than a simple gesture at it being gross and full of tentacles.
Compare the thematic weight of a party visiting the far and dead realm(s): The former is weird, surely, but other than horrifying chaos, the far realm doesn’t really say anything. On the contrary, both heroes and their players can understand the dead realms as a forewarning of what happens if they fail in their cosmic level responsibilities, and see echoes of their own desperate struggles among the ruins.
Geography: The process of transposing multiple worlds into a single plane is not a gentle one, even more so when many of those worlds do not share an underlying model of reality. The cracked remnants of planetary bodies float together like asteroid clusters, while flat-earth geographies impose themselves on space at awkward angles like planes of glass, or weave through it like ribbons of a shredded map. Remnant kingdoms are scorched as newly arrived worlds bring their stars with them, and blighted seas spill from one celestial body to the next like wine spilled across a table from a tipped glass.
Its junk drawer architecture, a dumpster into which broken worlds are heaved with no care for their condition or where they might come to rest, slowly ruining eachother like kitchen scraps heaped upon old clothes layered over discarded furniture
Inhabitants: Despite their name the dead realms are not empty, besides the monstrous scavengers Vast wastelands conceal remnant holdouts and the decaying lairs of senile god kings. Only those great authorities of the cosmos decide when a realm is beyond saving, and those left behind on it are considered forfeit to save the greater cosmos from the horrors they endure. That said, there are other entities that live in the maelstrom, and they are far more threat to a wandering party that’ve become stranded in the forbidden realm:
Kaotori*: Once a group of arcane explorers who sought salvage and secrets from the oldest reaches of the dead realms, they were lost in the depths where time itself had begun to rot. They trickled back one by one, transmuted into resin soaked horrors and scattered across the centuries both before and after they left. Stripped of all but a few scraps of their previous identities, the remnants of their former lives knaw at them like the ache of a rotten tooth, which the Kaotori are desperate to extract. Turning their wicked power to the task, each Kaotori combs the cosmos for any trace of its former life, looking to extinguish the source of these memories that it might finally know some twisted form of peace.
Eldrazi*:Like beetles skittering over and through a fallen log until it is mulch, the aberrant broods known as the Eldrazi toil endlessly to return the material of dead worlds back into raw stuff of creation, dismantling matter, magic, and creature alike until all they touch is cosmic dust. Mostly harmless if left at a distance, Eldrazi do not distinguish intruders into their domain from unprocessed worldstuff and their domain extends ever forward so long as their is material to reclaim.
Ancient automata: The engines of forgotten ages still stir on many abandoned worlds, whether they be crystaline consiousness of superhuman intellect or the derlict mechanisms of a single tinkerer
Feral Celestials: while many angels are content to wander from task to task, there are those so dedicated to their divinely ordained mission that they choose to go “down with the ship” when the time comes to ring in the apocalypse. After their particular endtimes have come and gone, these entities slowly begin to waste away, being reduced over time to becoming avatars of strange faiths, or hunting through the wilderness little better than beasts.
Outergods: Whether they reign over a destroyed worlds, were imprisoned within one, or maybe just like the vibe, the dead realms are full of outergods, which make up the only pantheon for those desperate souls stranded in the expanse. Kronos the cannibal god reigns over lands of dust and ruin, Cezil’Tek holds entire worlds in still and silent loneliness, While Shub-Nuggurath and her brood flourish in toxic swamps and fleshy jungles, just to name a few
* You can find 3rd party stats for these creatures online,
Adventure Hooks:
After falling trough an unstable portal or getting lost fucking around with teleportation, the party find themselves stranded in the dead realms, specifically in a barren desert landscape with a half-buried city built into some wind-scarred cliffs their only landmark. Far off in the distance, amid an alien sky, they can see a massive purple-green cloud approaching, which is in fact a rogue ocean displaced from its original bed that will come crashing down on their desert world in a matter of days. With time running short and an entire city’s worth of secrets to distract them, the party must comb through the ruins for a means of returning home lest they drown along with the desert world.
Following scraps of planear lore and desperate to protect their home from an otherworldy threat, a party of spelljammers must slip past the watch of the celestial authority to salvage pieces of a planetary warding system. This system allowed another world to stave off the threat in the past, but didn't’ stop its original architects from falling prey to the whiles of an outer god and leading their world to doom from within. Now situated among the junk drifts of the dead realms, this fallen world is slowly being eaten away by eldrazi as the last zealots of the outergod look for cruel and desperate ways to stem the tide.
Monstrous aberrations comb the countryside, attacking villages, searching for something, pushing the party into cooperation with a goodnatured wizard who was exiled from the circle of mages for his curiosity about forbidden magic. During a moment of heroic sacrifice, the wizard inadvertantly opens a rift to the dead realms and ends up falling through, becoming lost in time and space and eventully transformed into a kaotri... the very same kaotri that has spent centuries combing through the multiverse looking for this particular kingdom. Warped irrevocably and wracked by the pangs of a now recursive present, this Kaotri now seeks to wipe its once home off the map, and just use that recently opened dead-realm portal to do it.
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