Today on cards that drive me wild with lore implications: Bloodline Pretender
Who is this artificial changeling? What person or organization on Kaldheim can make these, and why? Were they made for a purpose, or just for the joy of creation? Are they sapient? How do they feel about being a robot? Do they think they belong anywhere, and do the other changelings accept them? What's their story???
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MTG LORE FANS, please tell me about (random) characters from mtg stories you're obsessed with/a fan of/you just think they're neat, i'm trying to find the most fun bits of mtg lore
A recent commissioned art by @looceyloo from @socialpoison and myself, featuring his Traenor and my Zarunpel. I've been wanting an official look and reference for Zarunpel for a while, and the piece turned out amazing as both its own thing and as a first official art for her (well, full body).
If you're interested in Zarunpel in specific, a quick sheet for her just went up, I was surprised I didn't have one already. For Traenor, I'm sure @socialpoison will have something linked somewhere, possibly in a comment or reblog!
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The giant wolf Sarulf carved a swathe of destruction as he wandered the realms. Working together, the gods and the dwarves captured him on Axgard. Sarulf was trapped in a cavern and bound with eight magical chains. But his incessant howling was intolerable to the dwarves, and they demanded that the gods find another place to imprison the wolf. While he was being transported to Littjara, Sarulf escaped, and he now wanders free in the Cosmos.
"Terror is the natural state of a child, they know they are small, vunrable, glass fragile. It is only once we grow that we delude ourselves into thinking we are safe, that we are strong, that we have control over the world we live in. Show a grown man how little control he really has, and you will see the child he always was: pissreeking, repentant, and pleading for his mother. "
- Gerheart, village executioner
A goddess for those who hold close to the light dreading the unknown or those who wander gleefully into the dark seeking it, Tergrid is a deity of imagined horrors and terrible omens.
Depicted as a young woman always bearing a lantern, myths speak of Tergrid's shadow as a monstrous, murderous thing with a will of its own. Unable to kill the goddess due to the light she carries, it vents it's directionless wrath on those who linger beyond the lantern's glow. This duality, as both as the victim of fear and the source of it defines the brightmaiden's worship; as she is both threat and saviour to those who draw her attention.
Adventure Hooks:
The party arrive at a country roadhouse at dusk, only to find the inhabitants have nailed shut every door and shutter as if preparing for a siege. They say some horrid murderous things are lurking just off the road, and as the light wanes they refuse to let the heroes inside. The roadhouse's residents are terrified and are willing to fight to keep the party out, half convinced the party are themselves the things they should be afraid of... which isn't to say there ISN'T anything else waiting for that door to open. After negoitating their way inside (or forcing the issue) the heroes discover the roadhouse residents were warned of the danger by a mysterious woman who passed through earlier, though none can remember exactly what she looked like.
A knight renowned for his fearless deeds wanders the street in a waking nightmare, seeing threats everywhere and lashing out at phantoms and passersby. Even after being subdued it’s clear he won’t awake, and many suspect interference from jealous rivals in the upcoming tourney. The knight’s meek squire asks the party to help investigate the causes and possible cures of her master’s madness, never suspecting that her suppressed resentment at his recklessness might’ve manifested as a curse.
In desperate need of answers, the party consults an oracle dedicated to Tergrid who has them undergo trials of fear and phantasm so that they might know the truth. Chiefest among these is battling in a dark cave full of shadow monsters, while flickering visions of the future are cast on the wall by the guttering lantern light. The longer they can endure, the more they will know, but that isn't likely to be long unless they fight harder than they ever have before.
Inspiration: Tergrid is a shameless lift from Magic the Gathering's Kaldheim setting, which I've never played but apparently keep returning to as a consistent well of inspiration.
Fear both as a mechanic and motif is something I think is underutilized in D&D which is odd considering it's a game about venturing out into the unknown to face potentially deadly challenges. Fear and risk are what our heroes must endure to experience the wonder and rewards on the other side of their journey. As such it makes sense for a goddess of fear to play a role in the thematic weave of the stories we end up telling.
Speaking in less lofty terms, I also think using the lantern as a symbol for being frightened fucks hard. It's a tiny, fragile, and temporary respite from an ocean of darkness and the threats it contains.
Worshippers: The lost and abandoned, Unseele Fey, Shadowcasters and other denizens of the shadowfell. There is also heavy overlap with the worship of the night goddess Nyx.
Signs: Nightmares, unnatural or living shadows,
Symbols: A Lantern, often surrounded by a circle of darkness.
Fed up with webs impeding travelers in other realms, Kolvori banished the giant spiders to Gnottvold, where their webs snare only the occasional rampaging troll.