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#psychopomp
whowhowhowhowhowh · 3 days
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doku - hakushi hasegawa
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fadingclub · 3 months
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Our new game, PSYCHOPOMP, is now available!
FREE on Steam and Itch.io!
Check it out, links below!
[ Steam ][ Itch ]
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smallpapers · 2 months
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i will not be great
but i’m grateful to get through
the feeling came late
i’m still glad i met you
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see-arcane · 7 months
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In which there's more than one reason Dracula and dogs don't mix.
Ko-Fi Commission info here
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nefarrilou · 2 months
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Shikako the Spirit Guard ⛩️🎐
... enters @buttertrait's adventurer guild!
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Adventure: Along the Road of Nameless Graves
Presiding over a series of forested foothills and mountainous valleys that divide two rival kingdoms, the mist-shrouded barony of Siirvyn has seen more than its share of war over the past generations. Betrayal, invasion, and massacre are all too common motifs in the barony's long history, leaving all sorts of scars on both the landscape and the people who dwell within it.
Adventure Hooks:
Rumours of a treasure draw the party to Siirvyn, apparently concealed in a vault beneath the ruined castle of a long dead baroness Taviaa. Surely it won't be too hard to locate a single ruin in a land frequently beset by war, right?
The party arn't the only one combing across the barony looking for something. A hardluck knight seeks her brother after he vanished on a foolish quest, and might be willing to help the party out of jam if they aid her in search.
Folk of the barony tell of Grimcackle, a great black winged beast that moorlands that's sometimes heard laughing over the desolate battlefields but is only ever seen by the lost and the desperate. To heed the old stories it plunders the old battlefields of it's choicest riches, hoarding the wealth of the dead over centuries of war.
Subquest 1:
The party's hunt for riches gets complicated after arriving in the region to find that there has been no less than eight baroness Taviaas over the past century(backwater fiefdoms do like tradition after all) with five castles between them. Most have been destroyed by disaster, neglect, or siege, leaving the party to trek across the land checking checking out each option (though a clever party might narrow their search by hitting the local archives and cross referencing historical accounts).
Potential ruins include:
The delapidated lair of the local owlbear
Huanted by the ghost of one of the baronesses Taviaa,
The Hideout of a gang of smugglers with far reaching ties
Thoroughly cursed by a battlefield savaging spriggan who deals in cursed weapons.
To make matters even more complicated, one of the castles has been restored by the current baron Arkolo who would likely not take kindly to a band of renegade sellswords pilfering riches from under his nose, forcing the party to avoid it entirely or risk getting thrown in the dungeon if caught.
Subquest 2:
Ser Riley of Breakbridge never expected to inherit the family title, her father favoured her elder brother Rhys far more, and when the old man died in the last war there was no question who his holdings would pass to. Then, a couple of years ago Rhys got it into his head that he needed to reclaim the family's ancestral sword which was lost in the same bloody battle that did their father in, crossing the mountains to scour old battlefields and not being seen since. After righting the mess Rhys caused by his chivalric absence, Riley has come to Siirvyn herself to drag him, or possibly his body back from his foolhardy quest. The party may run into her requesting aid from the Baron, seeking advice from the local shrine to Tyr, or drinking off another unsuccessful trek through the wilderness at the local tavern. She'd welcome their aid in her search, and would gladly pay them back by lending her blade to theirs in their search (or using her influence to spring them from the baron's dungeons, should they have been caught).
Rhys' trail snakes all across the barony (including leaving a journal in one of the ruins the party wanted to search), but terminates in the great barren battlefield that was his father's last stand. While searching these moorlands the party & Ser Riley will run into a band of armed scavengers apparently conducting their own body-hunt for one of their fallen comrades. They served on the opposite side of the war from Riley's family, and if that wasn't bad blood enough, they apparently came to blows with Rhys a little under a year ago and aim to settle the score with his sister.
Regardless of how the standoff plays out (talking the scavengers down and exchanging favours or beating the information out of them) the Next step is to find Grimcackle's nest. By now (especially if you're playing with my affliction system and the party is tired out from all their wandering across the countryside) the party will have realized that the only way to see the great raven is to be nearing the edge of death, whether through actively dying, being poisoned, or just being exhausted to the bone. This is because the great raven is infact a psychopomp, tasked with sorting out the dead from the region's innumerable wars. Once the party find the particular tor the dread raven uses as roost, they'll find him quite chatty in the way of most birds, happy to trade gossip or play show and tell with his many finds. Rhys did indeed come to challenge Grimcackle for the sword, an act of daring rudness that forced the psychopomp to drag the knight's soul to the purgatory it rightfully belonged.
Resigned by the love she bears her brother, Riley insists she must venture into the shadow to save him, leaving the party with the choice of convincing her to abandon her quest, leave her to her fruitless pursuit of honour, or risk it all alongside her for the sake of an idiot who thought he could convince an aspect of death to respect his pedigree.
Subquest 3:
After their harrowing adventure the party return to town to find that Baron Akolo has been assassinated and all of Siivyrn has been thrown into chaos and suspicion. Fingers point and depending who the blame lands on it might spell civil war or invasion for the backwoods barony once again.
Background: Both neighbouring powers wish to control who moves through the region's winding passes, and expend great effort in both war and peace to ensure the barony is favourable to them. While occupying armies and vassalage have been all too common in the past, the region's ostensibly independent ruler Baron Arkolo is a puppet in all but name for the winning side of the most recent war. Little more than a bandit leader during the conflict savaging battlefields and attacking supply lines on both sides, Arkolo saw the way the wind was blowing before anyone else and made himself indispensable to his current patrons before their inevitable victory.
Little more than a strongman at first, the newly elevated baron managed to ingratiate himself to his subjects by leveraging his outlaw status to cast himself as a hero fighting against the great powers rather than ruling on their behalf. All the while the canny old bandit was of course playing both sides, toadying to the victorious kingdom while helping to run the smuggling operation for their rivals.
Clues & Consequences:
The baron had a stormy relationship with his son and prospective heir Kalo, who came up raiding alongside his father. After the war however, the young man felt he'd had enough of violence renounced his possesisons and joined the secluded temple of Tyr as a means of making peace with his bloody past. Arkolo never approved of his son's taking the cloth, refused to name another heir and would frequently make pilgramage to the temple just to argue with him. Despite their years of contention however the had seemed to reconcile in recent months, becoming closer than ever. Kalo is not taking his father's murder well, and has decided to dust off his old bandit skills alongside his newfound connection to a wargod as a means of finding the killer. Like an angered bull, he's liable to charge at whoever draws his attention, a weakness the real culprit might use to direct him onto the party's trail.
Gareth Gosdown, the baron's advisor and castilian is an agent of their patron kingdom, sent to keep the former outlaw in line and the kingdom's garrisons well supplied. In the wake of Arkolo's death, he's less interested in finding the killer than he is reinforcing his masters' hold over the barony in case of a new invasion. Known for butting heads with the Baron's more slapdash ruling style he's the one the common folk are most likely to point to.
Taviaa (ninth of that name) was born to the Baron after he'd claimed the region and married one of the local nobles. Though still young, she has a cutthroat attitude and a mind for politics, which made it all the more frustrating when her father refused to give up on her pious half brother as heir and name her instead. She knows she's the obvious culprit, the case made all the more convincing by the fact that she's recently been paling around with emissaries from the other kingdom.
Art 1
Art 2
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allsketchesnononsense · 2 months
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New brain rot aquired
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allarrxd · 23 days
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KinitoPet!
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Psychopomp!
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Just art xdd
I back daamn!! (Anyway, I apologize a lot for this absence in tumblr as I had to delete it for space on my phone, but it's all good now! And now I'm writing from a new phone with a new memory x), and also I'm in several fandoms at once, so I don't even know where I am and what to do, but at the moment I'm in KinitoPet, Lethal Company and Psychopomp, you can to expect on these fandoms something!!!!)
You can suggest what else to draw! :]
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whowhowhowhowhowh · 24 days
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" -*anime talks*
-wow really omg"
"shit i fell down of the stairs"
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fadingclub · 2 months
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Thank you all for helping Psychopomp reach Overwhelmingly Positive on Steam! We couldn't have done it without ya!
Psychopomp is Available now for FREE on Steam and Itch.io!
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wavesngraves · 2 months
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WE MAKING IT OUT SECRET GOVERNMENT CATACOMBS WITH THIS ONE 🔥🔥💥💥💥🔥🔥💥🔥💥💥🔥 (stole phrase from one comment on yt)
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vulcan-moon · 8 months
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my girl perjury as she once was, as she pretends to be, and as she really is (:
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agneskyandoru · 8 days
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lucydacusgirl · 8 months
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I spent the summer staying in
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dailyadventureprompts · 6 months
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Deity: Nerull, The One Who Sorts The Bones
It's said they found the god in the old tombs, in that forgotten quiet where long eras had worn away all the epitaphs. They drew in a breath of the still air and on their exhalation the god took flight into the world on vulture's wings. -The Silent Testimonies, book 1
A god not of death, but of the dead, Nerull presides those aspects of the mortal coil that lay beyond the Raven Queen's domain of mourning and memory. Someone must keep vigil for the departed long after their names have passed from the memories of the living, and so that duty falls to Nerull, who's chosen people are the spirits that have lingered in the world far longer than they were ever alive.
Beyond the dead, the vulture’s faithful are an eclectic lot. Itinerant gravetenders, scholars of forgotten tongues, Bonesetters who's experience with embalming helps them minister to the living.  To Serve Nerull you must first die, though this is often symbolic.
Unlike his fellow carrion-bird death god, Nerull's following does not frown on the use of necromancy, or the existance of undead. Ghost stories, whether vengeful or sorrowful are considered holy for the way their memory transcends time. The exception to this reverence of course are those trapped in suffering, and the "hungry" dead who feed on the living. Pain and want are after all the purview of life, and Nerull dispatches hunters and psychopomps to ease such spirits along their way.
Adventure Hooks:
While out on their travels the party encounters a procession of grey pilgrims, masked and shrouded, all silent save for the leader of their procession who carries a staff jingling with bells and welcomes the party to sit by his fire. He tells tale of conflicts across the realm, new and old, shared with her by her flock, and invites the party to walk along with them the next day if they wish to see something splendid. Should the party agree to such unsettling company they will walk until sunset when they come to a hillside dotted with loose stones, where one by one the pigrims will walk out and begin constructing their own cairns. The procession leader will thank them for their observance, not many are so kind to the unnamed dead, and will reward them with answers to five questions before departing on pallid wings.
After inexplicably befriending one of Nerull's agents (and possibly his daughter?) during one of their adventures, the party are liable to be put out when they don't see their favourite psychopomp for a while. Queue sightings of a foreboding spectre that's knocking one by one on the doors of the city at night, sending people into a panic. Imagine their surprise when it turns out this wraith has a message for them... their favourite omen of doom has been kidnapped by a necromancer and her boss (dad?) wants them to get her back.
The Vulture's work is never done, and this time he's decided to enlist the heroes for aid. Perhaps there's an undead spirit that needs to be quieted, perhaps there's something sinister at work in a ruin once consecrated in his name, perhaps it's just making sure they clean up after themselves after their latest stint of tombrobbing. Regardless, Nerull can offer the heroes something far beyond coin... closure with the dead, ensuring visitation with a loved one for some much needed closure.
Titles: The Vulture, The Bonesorter, Dead Ned, the weary reaper, the vagabond end.
Signs: Plants too dry to rot, the voices of the departed carried on the wind, skeletons rearranged into trees or gardens.
Symbols: A scythe or sickle entwined with flowers.
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allsketchesnononsense · 2 months
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mental health on the decline?
Draw psychopomp memes
it won't help, but now you have memes!
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