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brysmaleidols · 28 days
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Troye Sivan
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sviancontrast · 9 months
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El Rincón de Svian/Svian's Corner
Bienvenidos a mi pequeño rincón. Soy Svian y estoy escribiendo un par de librillos que más adelante quiero traducir al inglés. No sé muy bien como explicar lo que voy poniendo por aquí, pero espero que encuentres algo que te guste.
Organización del blog a través de etiquetas al final del post (tal vez me haya dejado algo sin clasificar)
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Welcome to my little corner. I'm Svian and I'm writing a couple books that later on I'd like to translate to English. I don't really know how to explain what I'm posting over here, but I hope that whatever you'll enjoy whatever you find here.
Blog organization using tags at the end of the post (I might have left something without tagging)
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writing stuff - cosas sobre escribir
progreso del libro - book progress
misc
reblogging useful info - reblogueo de cosas útiles
poll reblog - reblogueo de encuestas
reblogging masterpieces - reblogueo de obras de arte
asd stuff - cosas del TEA
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444names · 1 year
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ukrainian names + the entire wikipedia article on "autobiography" in german BUT excluding "y"
Abertung Absche Alblern Albstagia Alig Alinko Alizig Allem Allo Anamenten Andemerie Anden Anjam Anter Anterbior Antertig Antlia Antsion Apolen Apopät Arstinna Arte Athensche Aufahmana Aufis Aufka Augen Augenen Augnia Aula Aums Ausgaben Ausgen Austona Aute Autobion Auton Auts Avher Bedr Bedregen Beischt Beksisia Bektiogra Bektiost Bereilia Berent Berko Bers Berstgra Besanna Bewma Bezufas Bihr Biogrid Bion Bombraus Borpole Bort Braf Brisan Bucheit Buchrstig Bzunde Bändenke Büch Chariffer Chrt Danesch Dangen Danurgen Danzgände Darschre Darvit Dasse Deis Deldel Dellega Demoffen Dena Denis Denn Deren Dich Dichm Dierstint Diesch Diestona Dimara Dins Diven Dmia Dminne Duktik Echar Echsen Ecsit Ehelmen Eigung Eina Einas Eindhe Eing Einksank Eische Eisse Eitelin Eitenneum Eitten Eitzen Ekana Ekargent Elensa Elit Emilena Emilim Ephig Erden Eren Erena Eriedron Erlers Erliker Erlit Ersen Erzhief Esse Estiv Eues Evges Evgl Evhungsa Fige Fika Finer Fort Fragen France Frata Fren Führo Galleisco Gass Gatas Gatten Gegt Gendere Gesche Gess Gessen Getrunem Ginet Gotals Grafie Grafik Grauto Gunden Gung Gunklung Göschelme Hafiewis Haltese Hance Hannen Hatschen Hedonst Heine Hell Hellt Heren Hergab Hischii Hissank Histia Hlagon Hoffer Hosla Hörfas Ider Immen Imref Inden Inenn Ines Inetam Inetwis Inkung Inte Irieh Irisprägt Ivand Izolfe Jahm Jahmen Jeanden Johan Johda Johdander Jula Julichs Juria Kafin Kalia Kata Katen Kathieben Kation Katutond Khre Khrissen Kina Kins Klanen Klaver Kliche Klung Klungese Kole Kondeona Konfen Kosla Krien Lagewfole Laris Lebe Legoriell Leispäiss Leren Leuton Leutors Levhendhe Liliacht Linn Lion Liten Lubov Mach Maki Malt Mana Maricton Marsterst Marwar Maten Matsit Matten Maximan Maximen Mech Mechlote Memerift Mihrtazie Milicht Milo Mitliche Mits Nachris Nadigerd Nasta Nasten Nata Nataleksa Natiogibt Natung Nikana Nisser Nutor Nutorgab Odaben Ofern Offt Ofjous Oksa Olegen Olen Oleria Olerrs Olhen Otter Ottum Oxan Palich Palt Pergin Pert Plationen Plav Polies Polit Polo Pombrosla Pron Pronen Pros Prosten Proße Prunte Prägt Randlunde Recsij Reibung Rein Reinie Reten Roksa Roksand Rolo Romar Rosie Roson Rostes Rous Rousland Rozal Rozij Rusen Russan Samer Samesen Schaft Sche Schern Schria Schrt Seaums Selen Semachert Sent Serfung Serina Sers Sert Serzis Siente Siken Sion Siza Soes Sogra Sonslana Sozav Spana Spann Spiechne Spros Stalien Stas Stasse Stehrna Sten Ster Stges Stioson Stivers Suaragder Sublav Subomit Subov Svia Svian Tagen Tataltsa Tatia Teta Tethenis Thentesta Thorwans Titena Todenklav Trohne Troßena Twarkas Töner Underna Unksin Valen Valetro Valtsia Vasten Verderfas Verspie Vert Verzieln Vgebes Viden Viderin Vielt Viken Viktumen Viliana Viogrin Viter Vitrache Viturkana Vitäts Volexane Vomehrt Vonasten Vorpolen Wachen Wahrossch Wariele Weichlien Weithest Weitädte Werer Werge Wier Wisel Wuch Wucheist Wuchre Wundenna Wuro Yaki Yaktenen Yarhiss Yegonden Yehrij Yehtlizav Yelleres Yevhunfer Yevkolg Yospektie Yulaftten Yulark Yulassit Yulich Zeicher Zeusla Zeutolo Zeuzeit Zhafigen Zina Zinlicht Zoir Zufacht Üben
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immortals-malec · 2 years
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netflix putting troye svian on nick and charlie’s mixtape playlist means they’ll put it on the official soundtrack for later seasons, i’ve connected the dots. 
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10blue10 · 3 months
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HTTYD World-building: History
(Disclaimer: I have shamelessly stolen the names of real historical kingdoms and people in medieval Norway and Germany for my fictional history. Every real person I mention here has been dead for centuries so I doubt they’re gonna complain.) 
Geography and Prehistory 
To the east of the Barbaric Archipelago lies the continent of Nordaustheimar (lit: ‘north east realms’). This continent is comprised of three subcontinents that collided with each other, forming two mountain ranges, as shown here: 
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For centuries, the land to the west of the Drakefjall Range was inhabited by various Nordic tribes. These in turn fought with and conquered each other, founding an ever shifting mix of petty kingdoms and lineages. The number, borders and even names of these changed over time, but when the Unification Era began in 872, there were about seventeen to eighteen petty kingdoms. 
History of Noregi 
The five or six petty kingdoms in the northern region consisted of Halogaland, named after the Haloga tribe. This kingdom was the most northerly. To the south west was either two kingdoms, Møre on the coast and Raumsdal further up the Fimbulodda river; but these were also sometimes combined into one kingdom, Møre og Raumsdal. To the east of MoR was Throndheim, and to east of Throndheim was Söndmör. In the south was the kingdom of Firdafylke. 
Halogaland was the ancestral home of the Vikings who would later settle Berk, in around the year 714. The original settlers knew that their homeland was named after the Haloga tribe, so they called themselves Halogans, which soon became Holagans and eventually… Hooligans, thanks to rapid linguistic drift. 
In 872 CE the king of Throndheim, Harald I Halfdansson, aka Harald Fairhair, began a campaign to conquer and unite the petty kingdoms surrounding his own. Thirteen years later, in 885 CE, he successfully unified them into a single country, which was named Nordvegir (North-Way), and eventually Noregi. 
Harald was crowned the first king of Noregi, and ruled for 47 years until his death in 932 CE. His eldest son Erik ruled for only two years, from 932 to 934 CE, before succumbing to illness. His second son Haakon ruled for 26 years, from 934 to 960 CE. Then the line of succession switched to Erik’s eldest son, Harald II, who ruled from 961 to 970 CE (9 years), before Haakon’s grandson, Haakon II Sigurdsson, ruled from 970 to 995 CE (25 years). The throne was briefly held by Olaf Tryggvason from 995 to 1000 CE (5 years). Then the sons of Haakon II, Erik II and Sweyn, were co-rulers of Noregi from 1000 to 1015 CE (15 years). Sweyn died in 1016 CE and Erik II continued to rule Noregi until 1024 CE. Erik II and Sweyn were kings of Noregi when Berk trained dragons. 
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History of Sviannaland 
The six petty kingdoms that comprised what would become Sviannaland (named after the dominant ethnic group, the Svians or Sveans) were as follows: Sogn on the border with Firdafylke, Hedmark and Oppland to the south east, Hordaland to the south, Vestfold and Värmland to the south west. 
This region was actually the last to be unified, by Eric the Victorious in 970 CE, after defeating the king of Noregi, Haakon II, in battle. The petty kingdoms that traced their ancestry back to Sviannish roots united around Eric and crowned him King of Sviannaland in 970 CE. He then ruled for 25 years until 995 CE. 
After that his eldest son Olof ruled for 27 years, from 995 CE to 1022 CE. Olof was the king of Sviannaland in 1010 when Berk first trained dragons. 
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History of Danemark 
The six petty kingdoms in this region during the Unification Era consisted of three regions north of the Danskrelfr, and three regions south of the Danskrelfr. In the north east was Geirstad, in the north was Vingulmark, and in the northwest was Rogaland. In the south east was Hadeland, in the south was Agdir, and in the south west was Westmar. 
They were united in 936 CE by Gorm the Old, who named the country after its dominant tribe, the Danes, and the fact that the petty kingdoms lay on either side, or border, of the Danskrelfr, or Danish River. Gorm’s claim to the throne was that he is the great grandson of the legendary warrior Ragnar Lothbrok. 
He ruled from 936 to 964 CE (28 years), whereupon he was succeeded by his son Harald ‘Bluetooth’ Gormsson, who ruled from 964 to 986 CE (22 years). The throne was then held by Sweyn ‘Forkbeard’ Haraldsson, from 986 to 1014 CE, making him the king of Danemark in 1010 when Berk trained dragons. 
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History of Sahsisk 
To the east of the Drakefjall Range lay the other half of the continent, with the countries of Sahsisk and Sapmi. The lands of Sahsisk consist of the territories of several tribal confederations, which are the Alemanni, Bavarians, Thuringians, Frisii and Sahsisk tribes. In the 3rd and 4th centuries, the Sahsisk confederation fought and conquered the others, giving their name to the ‘unified’ country that resulted. Despite this, the other tribes still persisted. 
In 772 CE the Frankish Emperor Charles began to invade and conquer Sahsisk. The war ended thirty years later in 804 CE when Sahsisk was brought into the Frankish Empire. Records suggest that the motivation of Charles’ conquest of Sahsisk was to punish them for their annual marauding expeditions to Frankia. 
Sahsisk (as in the country) became a duchy of the Frankish Empire, but for 76 years it was ruled in absentia by the Emperor, via appointed Frankish dukes. The first native Sahsisk duke, Otto the Illustrious, was appointed in 880 CE. He began the Ottonian Dynasty, which lasted up until 1024 CE when Henry II died without an heir. Henry was Duke of Sahsisk for 29 years, from 995 to 1024 CE. 
History of Sapmi 
The original native inhabitants of the western half of the continent, the Sami tribes were pushed to the northeastern corner of the continent by the arrival of the various Germanic tribes that later formed Sahsisk. There they continued their traditional nomadic lifestyle. They could trace their lineages back to 11 different nomadic tribes, who in turn were separated into various clans. 
The eleven tribes include the Akkala, Bainouk-Samik, Busami, Inari, Kemi, Kildin, Lule, Pite, Skolt, Ter and Ume (*all named after IRL Sami languages). They formed a loose confederation, with the different tribes migrating through each others’ lands and frequently intermarrying. This both helped to avoid inbreeding and fostered a shared community despite their nomadic lifestyle.  
(Eret’s clan, the Owl Claw clan, belongs to the Akkala tribe.) 
More information can be found in this post: https://www.tumblr.com/10blue10/733694485598502912/according-to-dean-deblois-httyd-is-set-in-our?source=share
Recap Timeline: 
714 CE - the Hooligan Tribe of Berk is founded after leaving Halogaland. 
772 CE - Frankish emperor Charles begins his conquest of Sahsisk.
804 CE - Sahsisk becomes a Duchy of the Frankish Empire. 
872 CE - Harald Fairhair begins his unification of Nordvegir, aka Noregi. 
880 CE - Otto the Ilustrious is appointed Duke of Sahsisk. 
885 CE - Noregi is unified under King Harald Fairhair.
932 CE - Harald dies and his son Erik becomes King of Noregi. 
934 CE - Erik dies and his brother Haakon becomes King of Noregi. 
936 CE - Gorm the Old unites the Danish tribes into the country of Danemark. 
961 CE - Erik’s son Harald II becomes King of Noregi. 
964 CE - Harald Bluetooth becomes King of Danemark. 
970 CE - Haakon’s grandson, Haakon II Sigurdsson, becomes King of Noregi. Eric the Victorious unites the kingdom of Sviannaland. 
986 CE - Sweyn Forkbeard becomes King of Danemark. 
995 CE - Henry II is made Duke of Sahsisk. Olaf Tryggvasson becomes King of Noregi and Olof I becomes King of Sviannaland. Hiccup Haddock III is born. 
1000 CE - Erik II and Sweyn Haakonsson become Kings of Noregi. 
1010 CE - Hiccup trains Toothless and ends the Hooligan-Dragon War. 
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purushottamjr · 5 years
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Say what u feel. . . . . . . . 💙 #delhi #svian #DU #SBSEC #india 🇮🇳 @incredibleindia #tll_vlogs #delhibloggers #india_everyday #tllvlog_quotes #TLLVlogsquotes #delhiscenes #delhi_diaries #saturday #scnz https://www.instagram.com/p/B1oe53NHqpo/?igshid=1t94ewnktft2d
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dacieng · 3 years
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Svian Head Drawing :)
Time it took: 2 hours 29 min(*1 revision)
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yourdeepestfathoms · 4 years
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Why do insect Avians have 4 arms?
because insect have sux limbs nout countingf w=ings so since insevt svians are bugs they have six limbs too, thereofre they have four arms rto fit the bill
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0day-archive · 4 years
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not to be l*svian on main vut . aughhfhhfhsjxjskfjmd
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svianvietnam-blog · 4 years
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(via 06 Dấu hiệu cảnh báo cơ thể đang bị thiếu protein nghiêm trọng - SVIAN Tảo Spirulina Việt Nam)
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lazzeo · 4 years
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Prevetet © 2020 Lars Öberg En varm och vindstilla sensommardag för 50 år sedan, när svian var så ihärdig att paniken låg på lur och ögonen svullnade igen, då spikade pappa och jag ihop detta provisoriska utedass. Vi skulle använda det under hösten och vintern, för att bygga något rejält och beständigt sommaren därpå. Prevetet står där lika stolt och provisoriskt fortfarande, det fyller sin funktion och klarade även det gångna dygnets rejäla busväder. Ett beständigt provisorium, det är inte så illa. Kanske är det så med våra egna liv också - ständiga provisorier som trots allt funkar rimligt bra, även när det stormar. #prevet #utedass #provisorium #femtioårsjubileum #Ottsjö #Jämtland #Sweden #NorthernSweden #vinter #January #januari #winter #outhouse #snö #snow #röd #red #iPhone11ProMax (på/i Ottsjön, Jämtlands Län, Sweden) https://www.instagram.com/p/B66hMVdpYwZ/?igshid=1nwjdtec7cd04
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brysmaleidols · 3 years
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Troye Sivan - “You” video out now
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dicecast · 7 years
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Magic Items: Clubs
Monkey Paw of Extreme Prejudice The neo-orog captain, Sprawg, is the current instructor of general battle tactics for the new Legion of the Chimera recruits. As such, he needed a tool to keep his new recruits submissive and in line. Thus, the Monkey Paw of Extreme Prejudice was created. The Monkey Paw looks exactly like the name it describes. It consists mainly of a large, petrified monkey’s arm severed at the shoulder. At the shoulder joint, it looks like a one-handed grip was jammed into the bone and magically fused. At the opposite end, the paw is open and is the main dealer of pain. Once someone is smacked with the paw, aside from the considerable damage, there is a chance that the recipient of the discipline will suffer from heightened fear and/or confusion. Once these symptoms wear off, it is not likely that the recipient of the paw’s discipline will ever be a problem in the future, especially while class is in session. Stats- This +5 club gives you two extra attacks per round, 15% chance to cast Fear on the Target, and 5% chance of casting Confusion
Memories of Kuldahar This Huge gnarled tree limb is a broken bough from the great tree of Kuldahor, a might oak far from the southeast of Targos. The great oak is believed to be a gift of the God of Nature, Silvanus and it is an awe-inspiring sight , towering hundreds of feet into the sky and providing a great circle of warmth to all who live beneath its sheltering limbs. For many, the three represents as peaceful symbiosis between town and nature, and the three is revered as a holy site by druids throughout Faerun. When the town of Kuldahar was laid siege by the great evil from the Spine of the World Mountains in the Year of the Cold Soul, 1281 DR, the great of Kuldahar was buffered by the great winds and howling storms blasting the region, causing the circle of warmth to recede and snapping off several limbs from the top of the tree. These limbs were gathered up by the town’s residents after the Great Tree was saved and they were kept in many houses as a symbol of the town’s persistence in the face of adversity. Some of these pieces of the great tree have found their way throughout the Ten-Towns, and the limbs still carry some of the warmth and enchantment of the great tree within them, making them powerful weapons. Stats- This +4 club gives 5 cold reduction, 1 Piecing Reduction and 2 Bludgeoning Reduction
Club of Confusion The Club of Confusion was crafted by the ogress Shavauntea as a ‘gift’ for her husband, Grothak the Stupid. Her hope was the club could be used to “knock sense into empty head” Shavauntea was quite surprised to find that the weapon had the opposite effect when she brought it down upon her husband’s unsepecting head. The club was thought to have been destroyed in the battle between the two lovers after Grothak regained his senses, obviously this was not the case. Stats- This +5 club has a 99% to deal 2d6 blunt damage, 50% chance of becoming confused, Critical Hit increased by 1
Dazer A powerful weapon created by the wizard retland of Westgate, Dazer was typically used by thugs in said wizard’s employ. Despite Retland’s high education, he was little more than a racketeering boss and thug. His gang, the Cobble Boys, intimidated and oppressed various neighborhoods of Westgate for a decade until a wizard in service of Tyr, Alistar Lavell (not that one), rallied his allies against Retland’s cronies. When Alistar defeated Retland and his gang, he turned Dazer over to the church of Tyr, where it was given to a traveling priest. Stats- This +1 light club has a 5% chance of Stunning target, Concentration Check (DC 18) to disrupt caster’s spells.
Evil Spider Crusher of Doom This weapon was made by a halfling priest of Brandobaris who was terribly afraid of spiders. The halfling’s name was Caligope and his greatest enemy was an evil elven wizard named Eil-Makar. The wizard’s tower was surrounded by a hedge maze filled with giant spiders. The elf’s tower was also filled with a variety of abnormal spiders. For over a year, Caligope refused to even look at the tower. Eventually, he decided to construct a club to deal with her fear. The resulting weapon was named the Evil Spider crusher of Doom. Caligope succeeded in his quest to rob Eil-Makar Blind, and he left dozens of dead spiders in his wake. Stats- This +2 club is +4 against spiders.
Peacekeeper A tough bartender in Westgate named Righteous Tad commissioned the creation of this weapon to deal with his rowdier patrons. Tad would normally pound the club against the bar if things got out of hand, but he frequently had to join the brawl to restore ‘order’. He is said to have clubbed so many thieves over the head with the stick that no major criminal in Westgate could honestly claim that they had never felt Peacekeepr’s string. One such criminal, a thug named Hellpin, took offense at the beating he received. Helpin trained his dogs on Righteous Tad one foggy night. Tad managed to kill more than half of the canines before he was overborne and done in. Hellpin kept the club as a trophy in his hangout as a warning to those who might cross him. The Night Masks did. Stat- This +3 club gives immunity to backstab
Svian’s Club A massive club, this weapon used to belong to the powerful barbarian warrior Svian of the Elk Tribe. Svian was a grim man, tall and wiry who was known throughout the north for his dire disposition and serious who was known throughout the north for his dire disposition and serious manner. In battle, unlike his kin, he rarely became excited to panicked. He simply held his ground and destroyed everyone that came near him. It is said that when Svian was morally wounded, he simply walked over to a nearby rock and sate down, never indicating that he was suffering. It was several hours before his kinsmen realized he was dead. Stats- These +5 clubs deal an extra 1D6 damage to wood based enemies. Gladiator’s Club Jorag Mithkik was the champion of the gladiator pits in Chessenta. His owner, a mage of dubious reputation, made certain that Jorag always had the latest equipment. He made this club as a gift when Jorga’s win made the mage a fortune in bets, Jorag eventually retired and became a teacher at one of the top gladiator schools in Chessenta. His club was a feared disciplinary weapon. Stats- This +8 spiked club has 50% chance to daze for 2 rounds (DC 22)
Baton of the Holy The Devout clerics of the forgotten Ashen Order made these clubs for neophytes. When the main hold of the order was destroyed by an infestation of zombies, most of the batons were lost Stats- This +1 Baton gives an extra 1st level cleric spells and emits a dim yellow light.  It is +2 against Zombies 
Ironwood Club Ironwood is an extremely durable yet light type of wood that can only be found in the oldest and deepest forests. Despite its amazing properties it is considered a non magical material. This +1 ironwood club is 40% lighter.
Tethir-Wood Cudgel Encroachment on elven territory is not tolerated, though an exception is occasionally made for those who show proper reverence. Such is the case in the forest of Tethir, where a sect of druids have been welcomed and, on occasion, given special boons for their tireless work. While usually information such as a gift might also induce an elven-crafted item like this one Stats- This +2 Cudgel deals 1D6 acid damage and gives you a +2 bonus to diplomacy with elves 
Watchman’s Club This was one of many such weapons distributed among a short-lived private militia in Waterdeep called the Watchmen’s Club (pun hell). No expense was spared for their equipment because the primary backers were a group of adventurous nobles who fancied that they were “taking the night back from hoodlums and roustabouts” The movement folded when the pursuit fell out of fashion. By which I mean, military coups. Stats- This +1 War Club gives the bonus feat alertness, emits light, and gives a +2 to Spot and Listen.
The Angry Soul In the early days of exploration within the jungles of Chult, a Calimshan expedition clashed with a small tribe after removing artifacts from a burial site. A local shaman named Gol’Kai killed a noble while trying to retrieve the sacred items, and the ‘civilized’ invaders retaliated. The tribe did not survive. Weapons such as this were found in nearby villages soon after, accompanied by a silent apparition of Gol’Kai, voiceless as his people. Stats- This+3 war Club deals an extra 1D6 electrical bonus and has a 50% to inflict fear for 2 rounds (DC 14).
Will of the Lost Strangely, the well-worn grip of this weapon is a furniture pattern from around 1200 DR, the club itself being a leg from the central table in a 500-seat fest-hall. The hall was the heart of a warrior can and the site of their last stand during the Year of the Black Horde. In the face of the overwhelming orc hordes they fought with whatever means they could, but were ultimately lost to a man Stats- This +1 Club gives vampire regeneration 3
Bone Club This vicious club was created hundreds of years ago, reportedly by a shaman on a quest for revenge. His family had fallen to undead, and so personal was his rage that he amputated his own leg, using the femur for the body of the weapon. Magical runes empower it, though it is likely the sheer force of his hatred have served on its own. Stats- +2 club, +3 vs. undead. 
Devil’s Due This weapon has a black metal handle that seems to have grown into the narrow skull that is affixed to its top. The metal looks as if it has grown out of the skull, and spikes pierce through the eye sockets, jaw and from the skull cap itself. The ‘metal’ is not metal at all, but the remnants of a creatures forearm that punched through the base of the fiendish skull that now bedecks the head of this weapon. The Spikes have pierced through the skull actually appear to be some sort of quills form the creatures forearm. The common name of this weapon is ‘Devil’s Due” to who or what event it refers to is unknown, but it was obviously a painful experience for the two parties involved. Stats- This spiked club is +2 for attack and +1 to damage. It also deals an extra 1D8 acid damage to the target and 1D6 acid damage to the wielder
The Nameless One’s Arm This served arm is as hard as a wooden club. It looks like it was severed cleanly at the shoulder (most likely by a scythe blade) and though it looks many decades old, it is more petrified than rotted. It has an unhealthy gray pallor and is covered with scars. Intrinsic tattooed decorate its surface, spiraling up from the wrist all the way to the remains of the should. Upon closer inspect, you know for a fact that this arm is yours. How long it has been lying around waiting for you is anyone’s guess. Stats- This +1 warclub is the Nameless one’s left arm
Corpse limb #985 This arm snapped clean off corpse #985 when it, uh, accidentally toppled. As much as the corpse knee was rotten clean through, it looks like the combination of thick applications of embalming fluid and rigor mortis has made this arm almost as hard as wood. If you needed to, you could either use it to shake someone’s hand from a distance or use it to bash their skull in Stats- This Club deals double damage to zombies.
Fiend Femur This tanar’ri femur carries the last traces of a balor’s essence within its marrow. Disgraced in battle and torn apart from its fellow demons in an ceremonial execution the bone has since carried with it a vengeful spite towards all of its kind. When the femur strikes any tanar’ri or baatezu, serrated teeth bristle up and down the length of the bone and causes tremendous damage to any the creature. Stats- This +2 bone club deals an extra 3D8 damage to Devils or Demons, not usable by good characters.
Club of Nettles This club seems to be made form some sort of prickly plant. Small thorns adorn the head of the club and can easily be broken off. This particular club is one of the more favored weapons of thieves. Upon making a successful hit on an opponent, tiny barbed thorns lodge into the skin and cause the victim to become disoriented for a brief period of time. This allows the thief time to safely rob and escape the victim. Stats- This +2 spiked club makes the wielder make a spirit check (DC 16) or be effected by Confusion.
Root of the Problem This enchanted club is said to have existed since the time of the fall of Netheril and the birth of the great Anauroch Desert. While the toll on civilization was great, the true victims were natures’s creatures, condemned to stand and watch as their homes decayed and died. As habitats receded, those that remained were invaded by displaced hordes of creatures, the more impatient of which marched on unspoiled land taking whatever they wished. This particular weapon is said to have come form a dryad’s tree, a final gift to nature’s cause from pain, as her wood might not have suffered so if it had not been so strong and lush. Less respecting scholars have since bestowed the item’s ironic name, though the humor is not appreciated among nature’s more devout followers Stats- +1 Club deals an extra point of acid damage, +3 vs. unnatural creatures (aberrations, outsiders, undead)
Blackblood This oak club is coated with darkened dried clots of a tar-like substance. Durin battle this substance glow black with an inner light, and becomes thick and fluids. When the club strikes an opponent it delivers additional acid damage from the liquid splashing over the victim Stats- This +3 club deals an extra 3 points of acid damage, and lets you use the spell water walk only on oil at will.
Club of Detonation This crude wooden club burns with the raging spirit of a demon forever trapped within by the powerful enchantments placed on the weapon. Occasionally however, the demon’s wrath escapes in a fiery blast. The enchantments from the Ring of Fire Resistance makes the demon spirit trapped within this weapon easier to control, though the wrath of the creature may occasionally still be released without warning. Stats- This +3 club deals an extra 3 points of dire damage, and has a 20% chance of dealing an extra 10 points of fire damage. There is a 7% chance that a fireball (caster level 10) explodes centered on the target. If upgraded it becomes +5 and deals 5 points of fire damage. There is a 30% chance that it will deal an extra 15 points of damage and a 5% chance that a Fireball is detonated by the weapon. Speed 3
Gnasher Makal of the Pine, a devious druid, carved this club and bounded it with the spirit of his wolverine companion. Like that tenacious creature, Gnasher is a dangerous weapon in the hands of a skilled user. Wehen the clubs strikes, sharp splinters dig into the victim’s flesh, causing extreme pain and extra damage that continues for some time after the blow. Makal used the club successful on several occasions, earning the anger of orc loggers threatening his forests. Stats- This +2 Club can make a foe suffer 2 points of damage for rounds after each hit. This doesn’t stack.
Mighty Oak Fashioned from the hardest old oak from the high forest, this gnarled cudgel can fell an adult grizzly when wielded by a skilled warrior. Stats- +2 greatclub gives you a +2 to Vitality Saves 
Cudgel of Entry A unique magical item which could be found amongst the belongings of the warrior Dorstag, the cudgel of entry offered no special benefits in combat, but rather allowed those who brandished it to deftly smash apart stubborn locks with ease, making it an efficient (if not precisely stealthy) means of entering sealed chambers. With such an artifact in their possession, an adventurer could largely dispense with lockpicks and spells of opening. Stats- This +2 Cudgel can cast Knock at will
Night Club
This darkwood shaft surrounds a core of lead, giving it both stealth and heft.  Its enchantment connects the club to the Shadow Weave, lending it greater power under cloak of night. 
Stats: This +1 Club is +2 at night and also gives a +2 to Move Silently.  
Mosela’s Cudgel
Mosela was dissapointed when she learned that she would be finishing her apprentence under the tutelage of a sorcerer- sorcerers were not know for their institutional genius- but the opportunity to work with golem was one that no enterprising young mage could reasonably pass up and that happened to be Listrom’s specialty.  Unfortunately-and it took Mosela only a few short days to discover this-Listorm knew more about making the golems than he did about controlling them, and by the end of Mosela’s first week she realized that she would need some means of protecting herself.  Thus was created this cudgel that, she hoped, would keep the misbehaving constructs at baby.  When Listorm lost what little sanity he had, Mosela discovered that her invention worked just as well on raving lunatics 
stats: This +2 Club is +3 against Construct and gives you a +2 to Saves vs. Alteration Spells 
Backwhacker 
Most Thieves favor bladed weapons when striking from the shadows, but not all.  Whether due to religious convictions, personal preference, or anti-establishment tendencies, some thieves prefer to backstab their enemies with a blunt instrument. 
stats: If this +2 club is used for backstab or sneak attack, the target must make a Vitality Save (DC 17) or be knocked out for 2 acts.  
Dial Ewa Dibita
ial Ewn Dibita
Once owned by the Glanfathan barbarian Bardwn Cawldha, this club has ended the life of many an opponent.  Badrwn was known to rush headlong into every battle, swinging the club over his head shouting Dial Ewn Dibita (Vengeance, Just, and and Merciless).  Even in victory, Badrwn was relentless, using the club to dispatch wounded or captive foe where the ylay.  In time, his battle cry came to be associated with the weapon itself, remembered long after Badrwn’s death.  
Stats: This +5 club which deals 3D4 extra damage against flanked enemies.  
Blesca’s Labor
An unlikely but effective leader, the barbarian Blesca held off Aedyran expansion north of Readceras by organizing the southern Ixamitl tribes.  She kept her ragged alliance together by persuasion, coercion, and force, when necessary.  Her coalition held together just long enough to dissuade an advance.  
Stats: THis +4 club is +5 if you are targeting the same enemy as an ally, which will deal an extra 1D6 damage.   It also has a 20% of drains 1D6 damage
Caballu’s Whispering Staff
This ironwood staff was once held by the goblin sorcerer Caballus, and it still bears the stink of his torch.  Trails of runes encircle the staff like snakes, and aside from a single minor rune of accuracy and another of wounding, the rest appear to be nonsense syllables and bunk.   The staff is surprisingly light and well-balanced for its size, and it can be held easily in one hand.  So more of a club than a staff for a medium sized creature
Stats: This +4 Club gives you a +5 to Move Silently, can cast invisibility sphere 1/day, deals 3 extra damage to non goblins
Branching Paths of Kuldahar
This huge gnarled tree limb is a broken bough from the great tree of Kuldahar, a mighty oak far to the southeast of Targos.  The great oak is believed to be a gift of the God of Nature, Silvanus, and it is an awe-inspiring sight, towering hundreds of feet into the skye and providing a great circle of warmth to all who live beneath its sheltering limbs.  For many, the three is revered as a holy site by druids throughout Faerun.  
  When the town of Kuldahar was laid siege by the great evil from the Spine of the World Mountains in the Year of the Cold soul, 1281 DR, the great tree of Kuldahar was buffeted by the great winds and howling storms blasting the region, causing its circle of warmth to recede and snapping off several limbs from the top of the tree.  These limbs were gathered up by the town’s residents after the town of the Kuldahar was saved, and they were kept in many houses as a symbol of the town’s persistence in the face of adversity.  Some of these pieces of the great tree have found their way throughout the Ten-Towns, and the limbs still carry some of the warmth and enchantments of the great tree within them, making them powerful weapons.  
Stats: This +4 Club gives you Cold Resistance 5, Bludgeoning Resistance 2, Piercing Resistance
The Nasty Club
Krandok the Bugbear was never a great thinker, even by bugbear standards.  However, when his big wooden club began to end up with shards of metal embedded in it, Krandok thought that they just might make his club hurt a little more in battle, so he left them as it is.  Over time, his club began to collect more and more of these shards and Krandok also intentionally embedded some of his own.  The result is what Krandok has called his “Nasty Club”.
Stats: This +1 Spiked Club has a 10% of doing 1d6 extra piercing damage
St. Wygelt
A strictly devoted follower of Woedica, Wygelt was haunted by dream of criminals committing horrific acts of violence, only to escape punishment or receive one that was unduly light.  She came to believe Woedica was speaking to her through these dreams, demanding these people receive justice.  
 Wygelt found these criminals in hideouts and homes, and very often in jail, serving inadequate sentences.  She would steal into these places, which were frequently under heavy guard, find her way to the criminal, and pronounce the judgement of Woedica.  (her incredible knack for reaching these places were in some instances later declare as miracles when she was canonized.)   If the criminal was lucky, it would only mean disfigurement, but most were executed on the spot with Wygelt cudgel.
   Eventually Wygelt’s reputation spread too far, and many criminals that feared her began to set traps and issue bounties.  When she was finally caught, she was clubbed to death with her own weapon.  It is said that with her final words, she declared that she was a murderer, that she deserved this fate.  
 St. Wygelt’s cudgel is a simple spiked club with a leather-wrapped handle.  The wood itself is irreversibly stained reddish brown with the blood of criminals.  
Stats: This +5 Cudgel deals 2D4 extra damage
Kuluk’s Skull Splitter
Kuluk, was the great warrior priest of the Butklor tribe, and fought in the vanguard in the many wars against human, elves, dwarves and goblins alike.  Eventually he earned enough prestige to take power and started to try to unify the tribes, an incredibly difficult task considering the formidable opponents he was up against.  To achieve his ends, Kuluk did the unthinkable, he crafted a weapon to kill other orcs. He commissioned the weapon from spies from a local human kingdom, who hoped to pit the orcs against each other and were happy to create a weapon to for an orc to kill his own kind (cough Cold War cough).  His weapon of choice was a great club, as opponents would always assume that an orc with a club is nothing more than a brute.   Kuluk would often try to defeat enemy chiefs in one on one duels, using his weapon to give him the edge he needed to defeat them and earn the favor of his gods.  When Kuluk had unified all but one of the tribes, he was celebrating the victory that night with wine, when he, drunkenly reenacting the duel, accidentally brained himself with its spike, leaving him a vegetable.  The tribes fell into war and for decades the lands around were at peace.  Rumors quickly spread that the club was designed to kill Kulak, and a generation later, a great war between the tribes and the kingdom broke out which lasted for a decade.  
Stats: This +2 spiked greatclub deals 1D10 extra damage to any orc or half orcs.  Upon the role of a 1, the wielder will always hit himself (no second roll).  
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444names · 8 months
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russian forenames + periodic table elements BUT excluding "t" and including "s"
Abalis Abarislay Abarosprom Abarseon Abiesip Abilavesip Abislavse Abislaw Aborasium Abrasim Abros Adisamasy Agados Agafaksa Agafanislav Agafnis Agafnislay Agafoksa Agafoksila Agafoksium Agaforassa Agallasiky Aganiesil Agarseor Agavks Agdannasium Agorosen Alegorasha Aliyarse Anaislavgus Anasip Anesium Anieslay Anisladika Anislav Arassium Arbis Arisa Ariscaliana Arisla Arisladymy Aronislav Arsenium Arseya Asenasium Asevim Asika Asilium Asillasivy Asium Assilladana Assimole Aurislay Avassil Avdiyarseon Avdos Avdoslah Avenieslav Aveniessium Avenisla Avennasy Avesiv Aveslada Aveslar Avessia Avgus Avgusladium Avguslah Avguslav Avguslavika Avguslavror Avguslaw Aviyesium Avksa Avksana Avksanadium Avksen Avksencium Avksephium Avksia Avksilic Avksilvel Avksim Avksimon Avksip Avksium Avreliyesip Avroseodik Avrosladmir Avroslav Avseabnov Avseadomium Avsel Avsela Avsena Avsenria Avseodymium Avseph Avsevivy Avsim Avsium Avundislan Avvaksium Avvasium Avvasy Beliscalina Berislanion Bisladakir Bonisla Bornis Boroslan Borosph Bradis Broseadium Broselina Brosilina Caranasip Carbislay Carines Carismir Cerados Ceseada Cesey Cesikir Cesivy Cesla Cesladium Ceslavks Ceslavsip Ceslaw Ceslay Cessia Cessium Chaislah Chesily Curoslay Daidaisan Daismium Damasilady Danesilin Danislavrey Danismir Darbiesium Darislanium Darismir Darosium Darossil Difonisla Dislav Dmiros Dubnislay Dysprosy Ekhasil Elifaks Elisla Ermasia Eurasip Frashall Frasilay Frasy Garisa Genisa Genislavva Genrislav Gnerbisa Gneseabor Gnesia Gnisla Grisladrey Grislan Hailanies Haismilay Hasilavel Hassilodium Heslav Heslavenas Hosladen Hoslana Hydrosphium Ilanisla Ilavks Inesip Inessip Iodysph Irassilay Ironnassana Ivasium Josip Josium Josladmium Joslav Joslavsium Josmur Josproslan Jossia Jossium Ladarisla Lavrossip Lekaksium Linadosy Lindros Ljubisla Luraislaw Maarinasil Manies Marassa Marassip Marisalenna Maroslay Marosmir Marosph Maseabonia Masevold Mashafan Masian Masium Massa Massilvenna Mermashail Minese Mirisandy Nadifonisa Nadronislay Naisa Naisca Nashalium Nashashan Nasik Nasikl Nasilavrey Nasim Nasimerium Nasium Nassikha Neodisa Neseph Nesey Nessip Nessium Niesladim Nineodiyes Niscalum Nisla Nislan Nislanilody Nislavivy Nislavudium Okseon Oksil Oksimily Oksip Oksium Olenasip Olinashasha Osikh Osily Osilya Osium Oslada Oslan Oslana Oslanian Oslanica Oslavdelia Oslavenna Oslavid Oslavksel Oslay Osmilo Osmily Ospholik Ospromium Osprora Ossangendim Ossivan Panasia Plasium Plavksamena Polgavks Prasilvele Prasily Prasip Prasium Prosla Proslaw Rachessilya Radislavena Radonislan Ranies Ranislaw Rasip Rasium Rasivanya Rassa Rassillium Rhodysph Rhossium Romiras Rosium Rosla Roslanium Roslaronium Rosprom Rossa Rossium Ruslasha Ruslassik Salevold Salybdenaly Sambomira Samborium Samium Samvrelinad Sangerfon Scalevolav Scall Scania Scanya Scarium Schailvelid Schenum Schne Seabom Selifa Sennada Seodium Seody Sephium Sephorinum Sevia Siklin Silan Silanium Sillium Silomilya Silonna Sneodium Sneon Sneonya Sneoranina Snermir Sneslav Snežan Snežanna Snežanya Sobamvrel Sobel Sobelavda Sobelidium Sobid Sobida Sobielekh Sobijah Sobijar Sobium Sodel Sodey Sodon Sodonir Sonya Sophium Sophodolium Sopholena Sopio Sopiod Sopiodymine Sopion Sopioniil Sopium Soppery Sulfury Sulifana Sulinum Sulium Sullia Sullikya Sullium Sveler Svelic Sveline Svell Svellan Svena Svenadmium Svenia Svenium Svenkako Svenum Sverid Sverium Svermir Svery Svesil Svesip Sveslavudis Svian Sviana Svianiesium Svium Svivalom Svivy Urisladium Urosium Vaksam Vaksip Valiscadium Vanis Vasha Vashaily Vashalurom Vasimofey Vasip Vassallium Vassilim Venismina Verislasium Vesim Viyesium Vlanies Vlavks Volganyaksa Volomirosim Vseleria Vsena Vsephia Vsimerinery Vsium Yaksip Yeras Yeselenka Yeseon Yesey Yeseya Yesiana Yesila Yesium Yesladium Yeslav Yessamir Yessilium Yulinasium Yulis Zorismury Zorus
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#shrishti2k19 Demo Dance performed by #SVians in #SaraswathiVidyalaya💞💞 Rocked it⚡⚡ #choreography #RoshanNaz #saraswathividyalaya #dancelife #adhvaithkrishnabs https://youtu.be/tXsxRxMA1MY (at Saraswathi Vidyalaya) https://www.instagram.com/p/B1WmYQMAvUA/?igshid=h1x35yr1b4c5
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10blue10 · 7 months
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According to Dean DeBlois, HTTYD is set in ‘our world’, but with dragons. However, also according to Dean, there is an entire archipelago that doesn’t exist in our world, and a ‘Hidden World’ of crystal caverns that also don’t exist in our world… so I decided to do a bit of actual world-building and created this continent. 
Nordaustheimar (literally ‘north east realms’) would be a continent to the east of the Barbaric Archipelago. It is comprised of three sub continents all mashed together, with two mountain ranges, conifer forests, open grasslands, rivers, lakes, hills and valleys etc. Unfortunately, I wasn’t able to depict it all without the map looking like a crowded mess, so just take my word for it XD. Also, for the sake of convenience there are only five countries on the map, when realistically there would be more. But you’re not here for realism! 
Noregi is the equivalent of Norway. The language is Norse (had to work it in somehow) and the people are called Noregians (NOR-RE-GIANS, but you can pronounce it NORGE-IANS if you want). The capital city is Atsetagard, but the major trading port is Gullaborg. The majority of the population inland lives in scattered farms and villages across the country, whereas towns tend to spring up near the coast and along the Fimbulodda. Dragons tend to avoid human settlements, mostly due to being killed by farmers trying to protect their herds of sheep. Hunters still kill them and harvest the remains for resources to trade, and many Noregians fear dragons as vicious, unpredictable beasts, despite rarely seeing them in person. 
Sviannaland is the equivalent of Sweden. The language is Sviannish and the people are called Svians. 
The capital city is Lofudstathir. Culturally and economically, Sviannaland isn’t much different to Noregi. Along the border there are towns and villages of mixed heritage between the two countries, and their attitudes towards dragons are pretty much the same as Noregians, for the same reasons. Due to being sandwiched between two other countries, and a history of back and forth invasions, Sviannaland maintains defensive fortifications along the borders and has a mandatory conscription period. 
Danmork is the equivalent of Denmark. The language is Danish and the people are called… Morks. Just kidding, they’re Danes. The capital city is Kunungard. Danmork is the second most culturally diverse country in Nordaustheimar, with a mixture of inhabitants and influences from Noregi, Sviannaland, Sahsisk and other countries in the southern continents. North of the Danskrelfr, the culture and ethnicity is more Nordic, whereas south of the Danskrelfr, it is more German. Indeed, Danmork has stronger ties and alliances to the country of Sahsisk, across the Drekifjall mountain range, than it does to Sviannaland. 
Sahsisk is the equivalent of Saxony. The language is Sasiskan and the people are called Sahskans, or Saskans. The capital city and major trading port is Kuningburg. The country was colonised by an empire to the south looking to expand their reach, displacing large populations of the native Sami. Sahsisk is the most culturally diverse country in Nordaustheimar, and also the most mercantile. They form yet another node on the expansive network of trade routes across the continents of Nordaustheimar and Sudheimar. 
Sapmi is the equivalent of Finland, and home to the native Sami. Various nomadic tribes once lived across the western half of the continent, but were pushed back to the northeastern corner of the continent. Sapmi is technically their land, but Saskans have built villages and even towns in that country and there’s nothing the Sami can do about it. Whilst they used to simply drive off dragons trying to hunt their herds, many Sami have turned to trapping dragons instead. This gives them more resources to trade with their ‘neighbours’. 
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