The Rust Disciples.

The Rust Disciples.

The Rust Disciples.

worn axes left to rust and rot in the forest sometimes become these strange creatures when fungi colonizes their handles. if you meet them in the woods, mind your business. if you are cruel they'll hunt you until you either leave their territory or are caught and chopped to bits. if you linger near them too long you might feel compelled to follow them deeper into the woods. you'll hike deeper and deeper with a growing group of the creatures until you get to a small pile of ancient burnt wood and crumbled stone in a clearing so off the beaten path that whatever was there before has almost completely returned to the earth. you will kneel down on soft mossy ground beside the beasts and mourn and laugh and cry and sing until you grow too tired to move. you will then wake up alone, feeling disoriented but content.

you will never find out what god you were grieving.

over on patreon Sean Dehoff wanted conjoined disciples, Kyle Weiss wanted forgotten gods, and Trip Space-Parasite wanted mushroom cyborgs (I'm counting a mushroom with an ax melted into it that's probably full of ghosts as a cyborg. fight me.).

More Posts from Post-maester and Others

2 years ago

Uhh exCUse me??


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7 months ago
This Kind Of Slaps.

This kind of slaps.

6 months ago

How does one... draw? I want to draw Odo and Lwaxanna Troi kissing :))

How Does One... Draw? I Want To Draw Odo And Lwaxanna Troi Kissing :))

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2 years ago
Plancescape: The Palace Moon

Plancescape: The Palace Moon

Hovering beyond the reach of mortals and beneath the notice of gods, this eerily tranquil wasteland awaits those who would explore its mysteries and discover the fate of a vanished pantheon.

Gods die, this is known, as their fossilized bodies are sometimes found floating in the astral sea or interred in great monuments hidden throughout the cosmos. Sometimes they are slain by other gods, or die as part of their own mythology, or shift and reoccur as new deities as the people who they are pledged to go through ideological changes.

This does not explain the absence of the gods that built the palace moon, a demiplane hanging just outside the material realm in much the same way that a regular moon might orbit a celestial body. In its time it was a hanging garden, a lush green paradise where one might lounge in mountain sized castles and observe the goings on of the material plane, basking in riches and radiance and all the splendor their divine might could conjure. Today the moon is a dust-riven wasteland, with its halls and city sized gardens smothered under colorless particulate with those remaining edifices exposed to the air slowly being worn away by time. It is a land ripe for exploration, as the relics of divinity lay scattered among the towering pagodas and basilicas covered with petrified ivory, amounting to not only the treasures of unknown gods but to the flotsam of various celestial courts and clergies born to serve the now absent divinities. It is for this reason that both scholars and terrible warlords choose to make the Palace moon their home, sifting through the rubble of the dead world in the hopes of finding some fossilized trace of the ineffable.

Hooks:

The a powerful druid who’s influence once kept the region stable has gone missing investigating strange omens from a set of ancient megaliths contained within the foundations of an overgrown temple. As tensions between the region’s factions escalate, those who would seek peace reach out to the party to find her and bring her back. After delving the dangerous ruins (and having to overcome some of the druid’s on defenses along with the local critters) they discover her journal. In attempting to stabilize the ruin, the druid activated some kind of portal and pulled something through, after which the party can deduce that whatever it is she summoned dragged her back with it before the portal closed. Their only hope of rescuing the peacekeeper is to retrace her steps, activate the portal and plunge through themselves, surviving the lunar wasteland and get her back, all before war breaks out at home. 

In the light of the full moon, the silver inlaid skull of a particular aasimar possesses the power to teleport those holding it to a graveyard on the moon, the spirit of it’s departed owner desperate to return to the land from which it was banished. A fortune hunting thief has purchased this skull from an occultist, and has been using it to loot the graves of the celestial court and turn a tidy profit. The players might find a few of these objects in the local magic shops, with a chance to trace them back to their source.

Seeking visions of the divine, a group of mystics cast their mind out to the aether and were cursed with visions of the lunar tomb palace. Extracting from this foreboding omen that the true gods of their world were dead, and all others were merely invading presences, they set about forming a heretical order and stirring up no end of trouble, even after their deaths. These followers of the Lunatic’s Canto can be responsible for all manner of blasphemous crimes across the realm, eventually drawing the party into one of their moon mad rituals the way that cultist are wont to do.

Keep reading

7 months ago

A Queer Native Feminist Reading List

Readings

Decolonization is not a metaphor (Eve Tuck & K. Wayne Yang)

Everyday decolonization: Living a decolonizing queer politics (Sarah Hunt & Cindy Holmes)

Refusal to forgive: Indigenous women’s love and rage (Rachel Flowers) 

A Glossary of Haunting: Part 1, Part 2, Part 3 (Eve Tuck, C. Ree, Angie Morrill, Kathryn Recollet, and the Super Futures Haunt Collective)

The end of (the capitalist white supremacist heteropatriarchal hate-full order of) the world, a survival guide (Zoe Todd)

Land as pedagogy: Nishnaabeg intelligence and rebellious transformation (Leanne Betasamosake Simpson)  

Can the Other of Native Studies speak? (Billy-Ray Belcourt)

These are stories of resilience. Or, emblems of resistance. (Naomi Sayers)  

Not Nowhere: Collaborating on Selfsame Land (Eve Tuck, Allison Guess, Hannah Sultan)

Of Dogma and Ceremony (Tara Williamson)

Ahkii: A Woman is a Sovereign Land (Gwen Benaway)

Video & audio

Embodying Self-Determination: resisting violence beyond the gender binary (Sarah Hunt)

Indigenous Feminist Resurgence, Love and Resistance in Indigenous Women’s Contemporary Storytelling (Dory Nason)

Making Love and Relations Beyond Settler Sexuality (Kim Tallbear)

Coming In: Indigenous Resurgence, Body Sovereignty and Gender Self-Determination (Alex Wilson)

Our Bodies and Lands are Not Your Property (Erica Violet Lee)

Leanne Betasamosake Simpson’s 2016 NWSA keynote address

2 years ago
It’s Been A While Since I’ve Posted Video Stuff Here But Later Today Is My Oceanus Dragon Video So
It’s Been A While Since I’ve Posted Video Stuff Here But Later Today Is My Oceanus Dragon Video So
It’s Been A While Since I’ve Posted Video Stuff Here But Later Today Is My Oceanus Dragon Video So
It’s Been A While Since I’ve Posted Video Stuff Here But Later Today Is My Oceanus Dragon Video So
It’s Been A While Since I’ve Posted Video Stuff Here But Later Today Is My Oceanus Dragon Video So

It’s been a while since I’ve posted video stuff here but later today is my Oceanus Dragon video so check out my channel if you’d like to see that.

Channel: https://www.youtube.com/channel/UCPcFsxfrenLv_Nx0oxSmBhA

3 years ago

““Congratulations, you’ve successfully commissioned a fursuit.””

— - The DM, narrating our Gunslinger using rainbow giant ape fur to make a fursuit (AND a fur cloak) for the Illrigger.

10 months ago
𝑲𝑯𝑶𝑹𝑵𝑨𝑻𝑬 𝑭𝑨𝑼𝑵𝑨 - 𝑾𝑨𝑹𝑯𝑨𝑴𝑴𝑬𝑹 𝑭𝑨𝑵𝑻𝑨𝑺𝒀

𝑲𝑯𝑶𝑹𝑵𝑨𝑻𝑬 𝑭𝑨𝑼𝑵𝑨 - 𝑾𝑨𝑹𝑯𝑨𝑴𝑴𝑬𝑹 𝑭𝑨𝑵𝑻𝑨𝑺𝒀

Khorne lacks the whimsy of his siblings and so does not find it prudent to actively design life forms for his Kingdom, especially not when the mutating energy of the Warp does this anyway. Thusly, almost all fauna and flora in Khorne's kingdom are not the Blood God's doing. That being said, Khornate daemons interact with these creatures in ways important to their culture and traditions and so the Blood God makes no move to exterminate most of them. This list is not exhaustive.

Blood Worms - An invasive species originating from the lands of Nurgle, Blood Worms were Bloodletter parasites that have grown fat on the death and gore of Khorne's realm. They are massive beasts able to swallow a Bloodthirster whole.

Flesh Hounds - The Sole Creatures created by Khorne's hand, Flesh Hounds are fiercely territorial daemon-dogs whose packs can number in the hundreds. The hunt overground when hungry and sleep underground in nests of bones when inactive. Like mortal dogs, Flesh Hounds come in a wide variety of breeds and even species.

Brass Ticks - Another Nurgle-devised parasite unique to Khornates.

Blood-Flies - Tiny crimson insects that feed on the blood-nectar of black-petaled Death-Flowers near the Tree of Souls. They lay their eggs in the bodies of the fallen, which give rise to Blood-Fly Maggots. Though called flies, they serve a purpose more similar to bees and are aggressive as wasps.

Brazen Bulls - Brass-furred daemon-beasts and one of the few obligate herbivores in the Aethyr. They consume the twisted, gnarled vegetation of Khorne's realm. Brazen bulls are ritually hunted and killed by daemons and, when they fin their way into the mortal realm, by men. Their prized brass skulls are offered to Khorne and their blood and bones are used in rituals and rites. They resemble bulls of various species. Their horns are often turned into war-horns or drinking devices.

Drownscale - Living in the myriad Blood Lakes and rivers snaking through the Realm of Khorne are the Drownscale. These reptilian horrors snatch the unsuspecting from the banks of their territory in the manner of giant, bloodthirsty daemon-crocodilians.

Drowndrake - Similar to the Drownscale, Drowndrakes are massive creatures that make their homes in the abyssal blood-oceans of Khorne's realm. They are more draconic than the Drownscale and can breath blood-fire onto enemies, but prefer snatching daemons from the sky and dragging them to a watery doom beneath a sea of boiling blood. Drowndrake skulls, when acquired, may be worked into Daemon Lairs.

Furnace Beasts - Furnace beasts are creatures of twisted metal; the remains of slain Juggers and battle debris pulled together and reanimated by the hatred and bloodshed abound throughout the Realm of Khorne. They affect no one shape, but tend to have a discernable mouth, body, and be-weaponed limbs. Some are covered in a layer of stolen flesh and sinew, while others are purely daemonic-alloy.

Gorger - Another massive creature, Gorgers are heavy-jawed knuckle-walking daemon-animals important to Khornate culture. A beast of sinew, multiple mouths, and endless hunger, they are common targets for enterprising Bloodthirsters. When Slain, the skull of a Gorger is made into or worked into the lair of a Deathbringer and it's host. The larger the Gorger, the more prestige the Deathbringer has.

Bonestealer - One of the more unwelcome daemon-beasts in Khorne's realm, Bonestealers are bipedal, therapsid looking creatures with spinal crests. One of their hands ends in a long scything bone and the other in obsidian claws. As their name implies, they steal and horde skulls and bones from battlefields-- Blood Hosts often busy themselves with finding, slaying, and retrieving these stashes so that they may be added to Khorne's throne.

Skull-Lairds - Skull-Laird are a variant of the Bonestealer, the result of several lairing together and one gaining primacy over the other. This larger beast is called a Skull-Laird and is a fair challenge to a Daemon Prince. These creatures never stop growing, commanding a nest of Bonestealers, and every so often grow to massive proportions. Such beasts are Greater Skull-Lairds and the most infamous of them is Vah'lruhk, the Skulls Thief, who has many Daemon Prince, Herald, and even Greater Daemon skulls in its horde.

Butcherboar - The Butcher Boar is a disturbing creature which broadly resembles a wild hog, but there is a vaguely humanoid quality about the animal as well. They are hooved nightmares with a bladed mess of tusks and overlong claws on their front limbs. Like the Gorger, they walk on their knuckles. Butcherboars are often hunted by Flesh Hounds and vice versa.

Kharndrill - The Kharndrills live in the dense jungle-wood near the Tree of Damned Shades, in the Forest of Damned Shades. They are dog-ape creatures with long fangs and dominant among them have large horns and brightly colored faces of red and orange. Kharndrills eat bloodfruit, but will snatch up and eat daemons who venture through their forest. They can overpower a Bloodletter and will snatch Chaos Furies from the sky if they catch them. When the forest is barren of fruit, they raid the gardens of Daemons who tend Khorne's meadows.

Bloodsteed - Bloodsteeds are equine-like creatures kept by daemons and used for work and war. On occasion, they are granted to mortals as godly gifts. Bloodsteeds have black or deep-crimson fur, fiery eyes, and flaming hooves. Their temperament is more fit for work, but they are warbeasts just as any creature of Khorne. Wild herds of them run above Khorne's lands, eating the coarse vegetation or flesh when they cannot find it.

Brand Ant - Brand Ants are so named for their superheated mandibles, which leave last marks in flesh when they bite a victim. They are hyperaggressive eusocial insects that create large mounds from the red earth of the realm. Brand Ants war amongst themselves, attacking rival mounds. They are fearless and will not even hesitate to swarm a Bloodthirster should it step on their home. Though typically not dangerous in small numbers, Brand Ant venom has an agonizing sting-- this species has found purchase in some Slaaneshi and Nurglite circles for that reason.

Wrothsire - A Wrothsire is among the largest of beasts found in Khorne's realm. They thick, leathery skin that can turn aside blade and spear and a 'Y' shaped horn on the end of a beaked nose. The slumber beneath the earth, and may awaken during a particular vehement rage by Khorne. Wrothsires bring fell storms and burning rain when they rip their way from the ground, able to toss about bloodhost as a child might several small toys. The biggest Wrothsires require a coordinated effort from several daemonic armies to fell and by the time the beast is killed, the death-toll is high. The Daemon who struck the killing blow is accorded the skull of the creature and the most sought after Skull-Fortresses are made from the heads of these beasts.

1 year ago
While Exploring Some Different Shapes And Styles For Laser Defense Bastions, I Was Left With The Conundrum

While exploring some different shapes and styles for laser defense bastions, I was left with the conundrum of where to put garrisoning infantry stands when the roof is mostly laser. After noodling on it, I struck upon the notion of building plinth to provide conveniently infantry-sized platforms to represent troops occupying the structure.

The layout is taken almost entirely from the official Grimdark Terrain Dominator Prison Complex Xhi build, but I wanted to try and replicate the look of the now discontinued Imperial Bastion.

We also wound up using it as a proof of concept for pre-arranging the components in Blender and exporting to a flat .STL for printing, which worked reasonably well. Some minor artifacts due do to inadequate precision arranging the parts and I'm not sure it's actually that much of a time savings over hand assembly, but the finished product is rock solid and looks great on the tabletop.

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post-maester - Ashmom🏳️‍⚧️
Ashmom🏳️‍⚧️

She/Her - 21 - documenting my transition & reblogging nerd shit

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