Styanax Prime coming with Afentis and Athodai Prime!
Original concept by Mynki and fleshed out fully by Liger!

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Styanax Prime coming with Afentis and Athodai Prime!
Original concept by Mynki and fleshed out fully by Liger!
In my opinion, the central conceit of Warframe—that you are a Tenno, whose most pivotal power is not destruction but connection—works much, much more effectively when Warframes are interpreted as full beings in their own right, and not just "meat suits" with mere echoes of personality remaining.
For game design reasons (i.e. blueprint acquisition, Helminth system, they don't want to produce unique AI and scripts for every Warframe), they must all be treated as game items, and there have been attempts to explain them in canon as inanimate, Tenno-made replicas. And I'm not saying that this shouldn't be possible at all or that you can't tell that story. It's just not the only way the game of Warframe can or should be interpreted.
The gameplay is about Warframe combat, but the thematic point is that Warframes (and their Tenno) are not mere weapons or tools. That's what the Orokin wanted, and it's why they failed. The Orokin wanted Warframes who were bodies without their own wills, mass-produced responsive war machines. They never got that. Warframes are certainly animalistic, but they are also intelligent, with mannerisms and thought patterns now alien to humans. They can spiral into Infested madness without help, and the solution is for a Tenno to meet them where they are, as the no-longer-human but still person they have become.
Transference is to connect with the person that the Warframe is, to "see inside an ugly, broken thing—and take away its pain." If every Warframe our characters use (save Umbra) is merely an echo of a dead person, they no longer involve this present compassion and care. They no longer channel the essence of what being Tenno means. You can still sprint, bullet-jump, and fire off abilities in an inanimate Warframe, yes, but thematically speaking, that's not and never has been the point.
Warframe is about the power of connection and love. Transference, on its deepest thematic level, is love. It's a Tenno stalwartly acknowledging a Warframe's personhood, communicating with them and taking their needs seriously even when it's not straightforward. It's a Warframe entrusting another with shared control, holding their Tenno close in their very body as they fight in tandem.
Great storytelling comes from embracing, accepting, and confronting the idea that Warframes are beings with their own needs and alternative methods of communication. Both Tenno and Warframes were once merely human, but have since transformed into something both "more" and "less". Their extraordinary abilities come with deep scars and a fundamental disconnection from their former kind, whether that's due to ageless immortality or physical transformation. Most humans can no longer understand what they've been through. In the wake of this ruin, they reach out to one another.
Series decorated to my clan V.O.S. (Vessel of Souls) Inspired by Wu-Tang and Kill Bill
Do people usually do tons of world building around book/tv show/movie universes for fandom stuff or am I just weird?
Sometimes I feel awkward about it, like I should only be doing this level of stuff for an original universe or something. (Part of why I’ve been dragging my feet on my neocitites)
So do people do a ton of fandom world building and if so how is it usually formatted? I’m genuinely curious
I don’t think it’s all that uncommon to flesh out a pre established franchise. I can’t speak for how other people organize it, but most frequently I see the results of such things in either fics or collaborative headcanon posts. In some ways it’s a lot easier to do than creating a new setting wholesale, since you have preexisting content/lore to work from. Half the fun in this case is theorizing what exists beyond the view we’re given based on implications in the media.
For example, back when RWBY was still in full swing I saw at least a few forums dedicated to speculating how geopolitics and architecture would be affected by the existence of Grimm.
Even small fandoms like my personal favorite game of all time, Fossil Fighters, have had fanfics which I consider defining for how the setting works. (Those being Dark Horse Gambit and Stalking Horse Games. Worth a read, though the second is incomplete.)
In short, if you’re having fun with it, it’s never a waste time to worldbuild. Even if it’s only for yourself.
HOLY SHIT, IT WAS THE ORIGINAL ONE
MAKE A WISH
the first post ever on tumblr
I WAS EXPECTING IT TO BE A REMAKE OF SOME SORT HOLY FUCK
WHO THE FUCK KEEPS BRINGING THIS BACK
reblog this because it shows up every blue moon
I FOUND IT ✊
I WAS SO SCARED IT WOULDNT BE THE ORIGINAL
Who first posted this?
I THOUGHT THIS WAS GOING TO END WITH A MEME OR SOME SHIT NO IT’S THE REAL ONE OH MY GOD
Wishing I’ll do well on my finals ✨
IT’S THE FIRST POST ON TUMBLR WAT
IM CRYINGGGGG
IS THIS THE ORIGINAL ONE?!
WELL NOW I KNOW WHAT THE ORIGINAL TUMBLR POST IS AND I JUST FUCKING STUMBLED UPON IT!!! THIS IS THE OG! This is just a great day for me! I feel great about my sexuality AND I find the original Tumblr post AND it’s officially pride month!!! I’ve peaked!
My wish: LET ME STAY IN MY HONORS CLASS PLEASE I NEED THIS
Privacy is a myth, especially when it comes to Pinkie
Now we need a follow up frame, where Applejack bashfully goes, “That’s on me. I forgot phrases like that invoke her.” While Twi holds her with a wing.
Whether or not a ship becomes canon in my AU might be down to a coin flip
Tell me about it? I’m curious.
i feel like the youth should be reminded that the point of shipping is not for a ship to become canon. the point of shipping is to collect all the canon crumbs like starved mice, run away cackling and make some fun little scenarios with them just for the hell of it.
Sometimes you make art for only yourself and the two other people who will get it.
Thank you again this year! I will post a picture at the end of the year!!
Happy New Year! OP, this is my first time seeing your content. Do you sell those keychains anywhere?
You can view it from this site! → https://marigonnu.booth.pm/
If the site does not display well, you can also search at Buyee. In addition, the purchased product will be shipped on tenso.com, so please do the procedure on tenso.com.
⚠️ We would appreciate your understanding that Some products are out of stock.
https://marigonnu.booth.pm/
Iirc, there were canine kobolds somewhere around 1st or 2nd Ed, and they were lost forever. Not a request, but a random silly fact
Dogbolds were a treasured part of D&D history indeed. We should keep a candle burning for their memory.
They emigrated to Japan along with many other kawaii things, and we were left the (still fun) scaly cousins.
Thank you again this year! I will post a picture at the end of the year!!
Happy New Year! OP, this is my first time seeing your content. Do you sell those keychains anywhere?
every time i see those posts like ‘what food from a show did YOU always wanna try’ i go lol none? but i just remembered im a liar
i always wanted the fucking soup brock made in the pokemon anime
Hello OP, i don’t have anyway to prove this is the same recipe they make in the shows but i make this to calm my inner kid from wanting the fictional soup:
300gr bacon, beef or chicken. A meat of your choice. These go specially well. I prefer chicken tights. Diced
1 medium onion, diced.
Garlic minced (i used 2-4 pieces depending on size)
300gr carrot, cleaned, peeled and diced.
3 sticks of celery, washed and diced.
800gr potato. Washed, peeled diced in quarters.
1 head of broccoli.
8 cups of stock of your preference. I recommend using the bones of the beef or chicken, but veggies stock works too for a vegetarian or vegan version.
3 tablespoons all purpose flour.
1 cup whole milk. (Almond or rice milk work fine for a vegan option)
½ cup heavy cream. (Skip it for a vegan option)
Salt and black pepper to taste.
½ teaspoon paprika, use the spicy one to get the warmth up a notch in winter.
1 tablespoon fresh chopped coriander. Optional.
1 cup diced gouda or manchego cheese. Optional but really ties all together.
Make sure you have all your ingredients ready and at hand for this one to make sure it comes out nice and tasty!!!
In a pot put water and the bones to prepare your stock (chicken, beef, veggie) You can use premade or bouillon cubes, just make sure its 8 cups worth of broth. In a different pot boil the potatoes until soft.
In a big pot put some butter or olive oil to fry the onion, when it turns a little transparent add the garlic, move constantly.
Add the celery and diced carrots, moving constantly.
The carrot will get a little brighter in color, add the diced meat. Salt and pepper to your taste.
Meanwhile, blend the potatoes with enough stock so your blender wont have trouble blending. If you have a food processor, it’ll be easier.
Ad the remaining stock to you big pot with the veggies and meat, add the broccoli chopped in bite size pieces. Add the paprika and taste for salt and pepper. Let over a medium fire for 10 min.
Separate 3 tbsp of the stock to mix with the flour, set aside. This will be a thickening agent.
Pour the potato mix on the big pot, move to integrate and taste for salt and pepper.
Add the milk and heavy cream. Move with a laddle. Have a final taste and let over low fire for 5 min.
Serve hot and decorate with a pinch of coriander and some cubes of cheese.
ENJOY!
Notes:
I personally prefer to use chicken, love how it goes with potatoes and veggies. Also the tight is very tender and flavorful. With beef you have to be careful not to overcook it or it’ll get gummy and hard to bite, so make adjustments.
VEGAN: could also skip the meat, cheese and heavy cream for a vegan option.
I make it for my younger sister and she loves it. Instead of meat i add some diced, toasted nuts when served. Cashew, pecan and pistachios work nicely.
You’ll have to use 5 tbsp of flour to thicken up the broth a tid bit more without the heavy cream but you can still use a vegan milk.
You can totally skip the coriander, but it adds another dept of flavor.
Do try it with the cheese tho, i promise it’s GODLY. Gouda and manchego are my fave, the melt nicely and have a strong after taste, but i guess any cheese that melts could work.
Finally, if you are like me and like spicy food you can add chopped chili. Serrano and arbol chiles are my go to’s, freshly chopped sprinkled just after serving my bowl.
Hope y'all give it a try and if you have any doubts do ask!
Provecho!
this is literally the best addition i’ve ever gotten to any of my posts thank you so much
Hey I tried this recipe out and I can confirm that it tastes heavenly!!
Can confirm this soup is absolutely divine!
Substituted spinach for broccoli because my partner is not a fan of the latter and used chicken and bacon. Gonna try it again with a nice Italian sausage in place of the chicken next time.
Places in Waterdeep
According to this reddit comment, Gale’s tower is most likely in the Dock Ward on the corner of Sea Lion and Sail Street. Assuming Gale and Tav spend most of their time in Waterdeep either at home or at Blackstaff (well, depending on what your tav does for a living! I imagine mine works nearby), here are some possible locations for all your fanfic needs. I’m using this map and the descriptions it gives for the locations. This is not an exhaustive list–just the ones I thought might be the most useful to writers.
Since I've had a few people asking about megadungeon stuff recently, and I am an avowed megadungeon megafan, I thought it might be fun to walk through an actual example of megadungeon play that exemplifies what I like best about it.
This post is going to be the first in a series talking about a room from a megadungeon that I ran over 20 years ago (brushing past that fact quickly lest the horrors set in.) It was a major room, probably the most complex and important in the dungeon, and the players passed through it frequently throughout the campaign. In this post I'll introduce you to the room, and then in later posts I'll talk about what it does well and how to use that lesson more generally. Below the cut is a reproduction of the map as I remember it.
Recontextualization is a word I use pretty much every time I talk about megadungeons. Let's talk about what I mean.
The first time my players reached the concourse, the room represented a fight. Light matters a lot in dungeon crawling, and the concourse is illuminated by the skylight in the ceiling, so when the thief, scouting for the party, looked down the hall into the room, they could make out most of the layout without risking being seen. They did not like what they saw. Multiple tiers of balconies means multiple places for enemies to shoot from or throw stuff at you, and makes it that much harder to get at them. Meanwhile, the entryway is very exposed, and the enemy would be sure to see them coming. On top of that, there was the giant devil face and the column of light, neither of which posed any actual danger, but both are the sort of thing that sets off alarms in the minds of cautious adventurers, especially since the thief could see the imps very specifically avoiding the light.
As I mentioned in the first post, it took several more delves for them to decide to actually risk the room. Only once they felt they'd gotten everything they could out of the entry chambers were the party willing to brave an attack on the concourse. Justified caution. It was a difficult fight, with the imps on the balcony using their breath weapons to make the party's life miserable, and one of the PCs died. But, victorious, the room suddenly presented a lot of possibilities. Before taking the room, they'd essentially exhausted all the dungeon they had access to. Now they had access to three new wings of the dungeon, and the concourse represented the frontier.
So far, this is all standard dungeon stuff. Nothing mega about it. But the party had already done enough delves into the dungeon to face restocked rooms, and after how hard the fight to take the concourse had been, they were not looking forward to the possibility of new monsters moving in. Especially scary was the fact that there were doors to a higher floor in this room, which presented the danger of monsters from those levels coming in and taking the concourse. They checked all the doors they could access, and when they found that they could open G, they spiked it shut. (Incidentally, this was a smart choice. The first time I rolled to restock this room, they totally would have gotten monsters from the Halls of the Clergy if the door hadn't been spiked.)
For the next few expeditions, the concourse became base camp. Then, during one of their delves into the Pilgrim's City, they triggered a trap that caused a room to rotate, cutting off their path back and forcing them into an unknown section of the dungeon. For several terrified days, harried by spectral nobility, they skulked through dark and deadly halls looking for a way back to safety. And then, with several party members on the verge of death, they reached a barred door, opened it, and found themselves back in the concourse. Nobody has ever been so happy to see a giant stone devil's head before. Having finally unbarred door E from the far side, they immediately spiked it shut.
By this point, the party had needed to re-clear this room several times, and it had sucked each time. So, when they solidified an alliance with some dwarves living in the old dwarven section, they persuaded them to take control of the concourse. This finally made the room safe, and it effectively became the base of operations for the party for a while. It was the room they came back to to rest in, store stuff in, and they really felt rewarded for their alliance.
But they'd still never been to the fourth floor, and reader, some of those doors were not locked.
After more than a dozen sessions of having this room be their safety, the party managed to piss off the creatures in the Archives during one of their delves. Blissfully unaware that they had done that, they continued merrily on their way. Meanwhile, the Master Archivist, quite a powerful wizard, came out of door I and threw fireballs off the balcony until there was nothing left to fireball. By the time the party was done with their expedition, they came back to find their allies, their base camp, and their sense of safety nothing but a smouldering mess.
Without knowing what had done that (the popular theory was that something had finally triggered the devil head), the party spent a while not really trusting the concourse. It went back to a space that they moved through cautiously, a nexus of wings, but always with a constant looming danger.
But with the dungeon getting riled up, a local knightly order showed up to shut down all this dungeon delving nonsense and barred the party from entering, fully collapsing the tunnels previously used to enter. Denied access to the dungeon entryway, the party found another use for the concourse. They climbed up on the mountain, found the hole of the skylight, and Feather Falled down into the room. While the party would find a few other ways in and out of the dungeon, for a while their primary means of access was to Feather Fall in and Levitate out of this room. (After a troublesome fight Feather Falling into some oozes that had seeped into the room during restocking, the party wizard also started throwing a fireball down the hole first, just in case.)
Fully more than a year into this campaign, they'd get one last recontextualization of this room in the adventure. The Damned King, within his inner sanctum, had been a recurring antagonist as they progressed in their exploration. After finally confronting and defeating him, the party opened door H, and found themselves looking at the concourse from out of the devil's eyes. It chilled them to realize that all the time they'd spent in the concourse over such a long campaign, the King had been watching them from inside this room. It was also here that they found the lever to open door C and delve into the darkest part of the dungeon. With that, the concourse became the threshold of the final wing of the dungeon, and the gates of hell.
When I talk about recontextualization, I'm talking about a relationship to the space. Within this campaign, this room was a looming fight, a costly victory, a wild frontier, a foothold to be defended, salvation from disaster, home base, the site of a tragedy, shattered safety, a secret backdoor, treachery revealed, and the threshold of hell itself. That's an intense journey to take with a space, especially given that nothing in this room even does anything. There's no traps, no mechanisms aside from a simple door lever, no enchantments or magical effects. It's just a central space within the dungeon, and the player choices and megadungeon mechanics create the story. Important story arcs that formed the backbone of the narrative, like the dwarves falling to the Master Archivist, emerged entirely unplanned. If I were to run some version of this dungeon again, it would likely tell a completely different story, but I have every confidence it would be a compelling one.
As I noted in the first post, this room is one of the most complex in the dungeon. How do we keep the complexity manageable?
What makes the concourse manageable is that when the party first arrived there, it wasn't really particularly complex at all. It was a large room, for sure, but for the party, it was essentially just a room with three doors. The players had to care about doors B, D, and G. Everything else could be consigned to a problem for later.
The "problem for later" feature is an easily overlooked aspect of running a megadungeon compared to a standard dungeon, but it really does pay off. A party exploring a single-delve dungeon that comes across a challenge or feature will feel that they have to tackle it immediately. Either they are going to overcome the challenge now, or they're not going to overcome it. But in a megadungeon, unless something is in some obscure, difficult-to-reach corner of the dungeon*, the party can easily just come back. This makes it easier to put things like difficult puzzles into the dungeon, since the players don't feel forced to engage, but it also very neatly caps complexity. As long as the players have some path forward, anything that requires deeper engagement and which the players are finding too much to deal with in the moment can become a problem for later.
*You can also use this to your advantage. If you want to encourage your players to engage with something, for example something they'd ordinarily be cautious about, putting it somewhere hard to reach will encourage them to do so. I have seen many a player push an Inadvisable Button because they weren't trekking all the way back there later.
Choosing what to leave as problems for later also creates an opportunity for the players to express themselves. My party had just had a hard fight and lost a character, and were seeking safety. Not only were they not interested in pressing the riskier options, they actively eliminated them by spiking G shut. But another party might have immediately tried pushing their luck. Indeed, if they'd climbed straight to the 4th floor and gone through doors I or K (or, on an extremely lucky lockpicking roll, J), they would probably have been able to get their hands on some very powerful magic items and treasure without being forced into any unwinnable fights.
The second aspect that simplified the room was that the party could grow into it. They made it into the concourse at level 2/3 (depending on the class, in old D&D classes level up at different rates.) This meant their abilities were relatively limited. They were aware of all the other stuff they could potentially interact with, and they certainly could have tried some things, but they just didn't need to. They knew they'd have more options later, and so they waited.
As the party levelled up and continue to pass through the concourse, they started to consider the other options the room presented. The portcullis, F, could be lifted or broken down, or they could send someone through with a potion of gaseous form. The thief could, in theory, climb up to the 4th floor (in practice, the thief was extremely reticent to climb anything. In my experience, all AD&D thieves were either extremely risk averse or died quickly.) A Levitate spell could let them explore the upper floor and even out of the skylight.
Once they'd gotten so used to the room that the basic options no longer posed any cognitive load, they tried to lift the portcullis F and failed, before eventually using a potion of frost giant strength to get another crack at it and succeed. Eventually, they'd climb to the 4th floor and hang a rope down for easy access, pick the lock on door J, and start using the skylight as their primary dungeon access, but all these complications came on gradually, so they never felt like a lot to manage. The party simply developed a mastery over the space as time went on.
Some groups don't need that sort of complexity management. There are players who will absolutely juggle a room with 10 doors with no issues. But a lot of parties will fall into analysis paralysis with that many choices. Dungeon crawling does provide a natural pressure release for this. The party can always just open another door and see what happens. But in a megadungeon scenario, it's actually surprisingly easy to layer the complexity in such a way as it stays manageable, opening up gradually as the party grows into it.
Thank you so much for answering all my questions, it's helping fill in a lot of gaps as I prepare to run my own OSR game.
Speaking of which, what rules if any do you use to restock your dungeon?
So, I talk a bit about the restocking rules I used for one megadungeon in this post. Part of why that post took me longer than the others in the series to write is that I went looking for where I got my restocking procedures from and couldn't find them anywhere. I went through the DMGs for AD&D 1st and 2nd edition, B/X, BECMI, even looked at some old dungeons. I got it from somewhere, I certainly didn't make it up wholesale.
Regardless, I tend to vary my restocking rules a bit based on the specific megadungeon. The main factors I take into consideration are:
How far is the dungeon from the party's base of operations? Restocking will mostly happen when the party goes back to resupply, so this determines how often I want to have restocking happen. If the party is going to be away for 3 weeks minimum every time they want to resupply, I probably don't want to roll a 1-in-10 to restock each day, because that will just mean that the dungeon is almost always restocked by the time the party gets back.
How hostile is the dungeon? Perhaps counter-intuitively, the more hostile it is, the less often I want to restock. Restocking is at its most interesting when restocked rooms don't automatically mean fights, and the evolution of the relationships between factions is more interesting. In a dungeon like Undermountain where restocked rooms are often just Halaster conjuring new monsters to kill you, I want a lighter touch. It's still an important mechanic, just one I want less frequently.
How disruptive are restocks in the specific system I'm using? I've mentioned before that I very much prefer a system where any fights from restocked rooms are going to be quick to handle. But that's a spectrum, and I restock accordingly. When I run my PF2e megadungeon, I only do manual, bespoke restocking. OSE? Bring on the restocks, baybeee.
How much do I need to juice my creativity? This is almost always on a case-by-case basis. I'll have a procedure in mind, but I'll stop and do the rest manually once I've got a good idea of what I want to do with the restock.
So, in practice, this generally means I'll choose how often to roll based on how long the party is likely to be away for. I usually want to roll 2-5 times for each absence. If I'm restocking on a 1-in-10, this means around a 20-40% chance of restocking for each zone I'm rolling for, which with a couple of zones in play should mean some but not all get restocked. I might change the restocking die to a d8 or d12 depending on player actions or the system/dungeon in play. I'll almost always roll to determine what type of creature/faction the restocks are, and sometimes roll to determine which rooms they're in. Both of those are in a "make a table as needed" type of thing.
And that's basically it. I hope this isn't too vague, it feels a bit "draw the rest of the owl" as advice goes. But that's what I do.