I bought my first 2 bras today 😎😎 all by myself!!!! Ive only tried one on so far but I like it so much!!! I'm sure this enjoyment will end at some point. All my femme friends say they haven't worn bras like their entire adult lives. So I'm sure they won't spark joy forever. But for now they do!
I've been said to have "mom friend" vibes by at least 3 people, two of which affectionately call me "Ashmom."
Just yesterday I had a discussion with my husband about my fashion as a trans girl. He's witnessed so many mtf transitions, because he's been in the community much longer than I have, and his general observation is that trans girl clothing fashion tends to be any combination of young, showy, slim, and thin. My husband was reflecting on this because I gravitate to items he calls "grandma fashion". He wondered why I wasn't the same as other trans women he's seen/met. The thing is, I don't really know. I enjoy what I enjoy.
Now. That being said. On the same day, my Mom, Dad, and little brother, all separate of one another, said I look like a Grandma when they noticed my new glasses chain from the queer market yesterday.
Is this my fate? To be the Grandma trans? I love being motherly and I enjoy caring for the people I love. But grand-motherly? I don't think so.
Adonael of the Blood Angels Legion, by @marsskop!
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.
Art
Cerebrilith Large fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 149 (13d10 + 78) Speed 30 ft. Str 21, Dex 13, Con 23, Int 15, Wis 18, Cha 21 Saving Throws Int +6, Wis +8 Damage Immunities lightning, poison Damage Resistances acid, cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 14 Languages Abyssal, telepathy 120 ft. Challenge 10 (5900 XP) Magic Resistance. The cerebrilith has advantage on saving throws against spells and other magical effects. Innate Spellcasting. The cerebrilith’s spellcasting ability is Charisma (spell save DC 17). The cerebrilith can innately cast the following spells, requiring no material components: At will: detect thoughts, confusion, dissonant whispers 3/day each: darkness, dominate person, gaseous form
Actions Multiattack. The cerebrilith uses Mind Lash if it is able to. It then makes three attacks: one with its bite, and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Teleport. The cerebrilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. Mind Lash (Recharge 4-6). Up to three creatures the cerebrilith can see that are within 60 feet of it each must succeed on a DC 17 Intelligence saving throw or take 17 (5d6) psychic damage. A creature that fails its save by 5 or more is also stunned until the end of its next turn.
Cerebriliths are psionic demons who seek to kill, and then consume the brains of, moral creatures. They also use their powers of mental domination to control communities of mortals to serve them, or simply to manipulate them according to the whims of their Abyssal masters. When not serving other demons, they are found in groups of up to four. They stand around 8 feet tall.
Originally from the Expanded Psionics Handbook
by Serdjek Sholohovshek
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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.).
Gith Marauder Token on Patreon for FREE
Philomena, aasimar bounty hunter for the Astral Court from my campaign
Painted a bunch of little skulls for the Planescape: Adventures in Multiverse book, including my beloved childhood friend Morte and this funky guy all covered in stickers :)
Please notice little Mahadi, the Cassalanters' crest and Barovia postcards I allowed myself to slap on him :)
Plus the rest of the mimirs.
AD: Emi Tanji