#Creature codex challenge
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“If the Manolo Blahnik fits.”
Fearsome little Mothman.
#Codex Art Challenge#Creature Codex Art Challenge#Creature Codex Tober#Creature codex challenge#Creature codex challenge arts#Codex creature arts#Fanarts Mothman#fearsome creatures#fearsome Mothman#fearsome critters#fearsome creatures of the dark#Mothman arts#Codex fearsome critters of the dark#Fearsome critters Mothman#Mothman October#October Mothman#Mothman fearsome October#Mothman fanarts#Mothman#mothman tober#Mothman fearless#mothman art#Mothman fan art portrait#Mothman portraits#Mothman full portrait#Mothman full fan arts#Mothman full portrait fan arts#Mothman fan art portrait (full page)#Mothman weekend#Mothman spooky
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Announcing the Creature Codex Art Challenge!

Inspired by a conversation with @doomboy911 . I figure that, with almost 1900 monsters in the Creature Codex, there's enough fodder for a full 30 Day Art Challenge.
The categories are chosen so that they represent a wide variety of monsters, and are relatively easy to find via the Index and the tagging system. I will be following the #codexartchallenge tag, and will be reblogging stuff that people post.
#codexartchallenge#creature codex#art challenge#30 day challenge#30 day art challenge#creature design#monster design#monster art#creature art
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Theme
Fey (Knocker) Prompt list Creature codex Art Challenge
Commentary
Heh heh knocker. I want to keep learning different styles so for this I made a tile piece you might find in a exploration focused game. I was going to complicate the tiles but the I got consumed with the stardew valley update. Great eyes, great mouth very happy overall.
Palette picked
#Fey#Knocker#codexartchallenge#pixel art#year of art#year of art 2024#Creature codex art challenge#universalis 42
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So what spirits do you think the Evanuris were? Like Elgar'nan would be Command, Mythal -> benevolence, Solas is wisdom -> pride, but what do you think the rest were?
I like to think June is Inspiration (made the eluvians), Sylaise would be Harmony, Dirthamen/Falon'din are the shattered remnants of Wisdom (<- i get this from this quote on Dumat: "in silence is the beating heart of wisdom). Dirthamen would be Knowledge -> secrecy/deceit(?) and Falon'din would be Learning corrupted into Hunger?
Sorry for the rambling- but I love this blog and Evanuris being former spirits just fascinates me!
Well met, wanderer of the Fade!
I have thought about this a lot, honestly, and I’m still coming to my final conclusions on the nature of the Evanuris. However, here are my current thoughts until I reach that section to dive deeper:
June – Innovation (The creation of the eluvians speaks to a mind driven by invention and transformative creativity.) When corrupted, it becomes Obsession.
Sylaise – Harmony (Her association with peace, fire, and the nurturing aspects of elven society suggest a spirit tied to balance and cohesion.) When corrupted it becomes Stagnation.
Ghilan'nain – Creation (Her association with shaping creatures, monsters and guiding them ties closely to the act of bringing something new into being.) When corrupted it becomes Hubris*.
In this context, I wouldn't use hubris and pride to be the same. Think of pride as believing you're the best in the room, while hubris is believing you're above the rules of the universe.
Andruil – Competition (Her obsession with the Hunt and her repeated challenges to other gods suggest a drive defined by rivalry and dominance.) When corrupted, it becomes Madness.
As for Falon'Din and Dirthamen, I’m still untangling their threads, but I’m leaning toward them being shattered fragments of Discovery.
Dirthamen might represent Knowledge, with a drive that, when twisted, becomes Secrecy—hoarding knowledge for himself rather than sharing it.
Falon'Din could align with Learning, corrupted into Hunger—an insatiable need to consume, understand, and claim everything in his reach, even the souls of the dead. Which also aligns with comments made by Solas in DAI about Falon'Din's desire for worship.
I love your interpretation of them as remnants of Wisdom, particularly with the connection to Dumat’s quote: "In silence is the beating heart of wisdom." It aligns beautifully with their themes.
It’s such a fascinating idea to explore the Evanuris as once being spirits themselves—shaped, changed, and eventually corrupted by their own desires and the weight of their power.
Thank you for sharing your thoughts! Discussions like these are what make exploring this lore so rewarding.
May your path through the Fade remain well-lit!
—The Fade Codex
#da#da spirits#da2#dai#dao#datv#dragon age#dragon age 2#dragon age inquisition#dragon age the veilguard#datv spoilers#dragon age veilguard#veilguard#evanuris#mythal#elgar'nan#ghilan'nain#solas#falon'din#dirthamen#andruil#sylaise#thefadecodex answers#dragon age lore#da lore#dragon age meta#spirit complexity#evanuris origin
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So, about everything that is wrong with Veilguard have already been expressed, but I have one more issue I have barely seen mentioned anywhere, and my annoyance with it is buzzing in my skull like an angry hornet's nest, so I want to let it out.
The issue's name is Assan. And I loath him.
Specifically, I can't stand his archetype of a cute mascot, replacing an animal companion. I'm used to this archetype oversaturating kids cartoons, but I definitely didn't expect Dragon Age of all things to fall victim to it.
First - a mini tangent about dragons. Some posts here already mentioned how DAV dropped out a chunk of dragon lore, equating them to simple animals (although the change started already in DAI), instead of "The blood of the dragons is the blood of the world". Dragons, massive superpredators, living in a world with no comparable size of prey animal (maybe elephants or whales, at best), somehow find enough prey to diverge into whole different species with specific adaptations to certain habitats, kind of locking them in their territories. Unlike a more reasonable DAO approach, where there was one species of dragons, periodically going onto massive hunts, devouring whole regions to feed their brood and being comparable to a natural disaster. Which made their rarity also very reasonable, given the absolute swaths of territories they would need to sustain themselves. DAV did make an attempt at thinking environmentally about such creatures by mentioning that one beach dragon species that eats marine life.
Now - back to griffons. That one dragon is where environmental thinking ends. Griffons, supposed half-lions, half-eagles. The mixture of two HYPERCARNIVORES that somehow created a facultative omnivore, like a dog. That needs carrots and truffles in their diet. When the majority of their fiber and vitamins needs should be covered by stomach contents of their prey. Like, say... I dunno.... nugs? But Maker forbid some kid sees an animal eating another animal.
The species, with such an obvious hybrid look, but conveniently NOT created by the evil Elven Goddess, that is known for creating the whole new species for her people. Mother of the Halla and all that. They also conveniently hate everything Blight related, behave like an absolutely domesticated animal and not a tamed one, so they have no hunting behaviors and just wanna feed sick animals and protect the forest! While acting like a cutesy pug!
Mabari in the first and second game were fascinating. A breed, magically created to potentially have a human comparable intelligence, and an ability to pass their own judgment to pick a side. We are informed straight away that they are allies, companions, not some lap-warming pets.
While mounts in Inquisition are props, their codex descriptions are still fascinating. Proud Hallas, having little tolerance for stupid riders. Vicious dracolisks, ready to snap away your extremities at the slightest show of weakness.
But griffons? Nah. It's a baby to the single dad Davrin and a convenient pet to snuggle with. Not a look at an ancient species of valiant flying hunters, ferocious enough to challenge an Archdemon with their riders. Not a mysterious species, with their own unique behaviors and adaptations and abilities.
Assan is a Disney cartoon mascot and nothing more.
P.S. The commentors from the community in which this was posted first, brought up another important detail to my attention: those griffons are 10 years old! For them to be this small, they'd have to be a second generation. And Wardens are keeping them in cages for some reason? I guess it's for easier kidnapping... This game seems to intensely hate the Wardens.
#I know it's an extremely minor issue compared to everything else wrong with this game#but does it annoy me so#I skipped ALL the promo material for this game#I kept waiting and waiting for this game to start getting better#surely it'll even out after this rough start?#or this rough part?#and it never did#veilguard critical#dav critical#At this point#it's not about noticing cracks in the writing#it's the story itself being one massive crack in the narrative#dragon age
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Dragon Age OC - Demon Tag Game
thank you @in-the-drowning-deep for the tag 👀 (drowning's is here)
How to play: Pic (if you want) of your OC, a little blurb about them, and what demon would be attracted to them and why. Use the demon's codex entry if you’d like and tag some peeps!
tagging: @arcandoria // @hildryn // @dragonologist-phd // @wardentabriis
EUGÉNIE & DESIRE DEMONS
So frightened was I of this creature's legendary abilities to twist the hearts of men, and so relieved was I when I looked across the table into her dark eyes. This was a fearsome creature of the Fade, but as I spoke with her I slowly came to realize that this demon was merely as misunderstood as we mages are, ourselves." — from the journal of former Senior Enchanter Maleus, once of the Circle of Rivain, declared apostate in 9:20 Dragon.
"You were a fool," Eugénie answered the Shame once. "Your desires exceeded your reach, so you became an Abomination. You destroyed us."
If there is one demon that dogs the Seraults, it is Desire. Her ancestor invited it into their history. While it is not canonically confirmed what sort of abomination the Shame became as a lot of his identity and history is lost, Desire makes the most sense to me based off what we do know. After all, desire demons aren't just using their victims' lust, it's about wealth and power too. The Shame became an abomination because of his desire for power and ambition.
And of course, considering how much the Shame's history haunts the Marquis(e), of course I have to give the same demon to his descendent. Eugénie is ambitious. She has great designs for the failing marquisate and she doesn't want to see Serault fall because of her father's failings. She looks at the books, she accepts the Divine's challenge, she does what she must. But she surrenders her great-aunt to the Orlesian Chantry for the Divine's favour. She desires unsuitable partners (Ademar, the Bard, and Sylvaine, the Abbess) and being at court corrupts her a bit. She indulges in vices she previously didn't (gambling being a major one), she sets her eyes on a prize and she's very much using another's desire for her to her advantage. It's a fairly standard move in the Game. Her ambition to climb higher is what eventually gets her mother and sister killed in 9:52.
What a delicious target for a desire demon: the Shame's very own progeny with the very same dark and dangerous eyes.
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Slaugrak Large fiend, chaotic evil Armor Class 15 (natural armor) Hit Points 127 (15d10 + 45) Speed 30 ft. Str 20, Dex 12, Con 17, Int 5, Wis 13, Cha 14 Skills Stealth +4 Damage Immunities acid, poison Damage Resistances cold, fire, lightning Condition Immunities poisoned Senses darkvision 120 ft. passive Perception 11 Languages Abyssal Challenge 6 (2300 XP) Chameleon Skin. The slaugrak has advantage on Dexterity (Stealth) checks made to hide. Stench. Any creature other than a slaugrak that starts its turn within 5 feet of the slaugrak must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all slaugraks and troglodytes for 1 hour. Sunlight Sensitivity. While in sunlight, the slaugrak has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Vicious Jaws. The slaugrak's weapon attacks score a critical hit on a roll of 19 or 20. Actions Multiattack. The slaugrak makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage plus 9 (2d8) acid damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or take 4 (1d8) acid damage at the start of each of its turns. Each time the slaugrak hits the target with this attack, this damage increases by 4 (1d8). The target can repeat the save at the end of each of its turns, ending the effect for itself on a success. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) slashing damage.
Sometimes the demonic taint in the troglodyte bloodline manifests itself, with deformities like extra arms or the unceasing stench of brimstone. They grow to full size in just two weeks, at which point their constant hungering for living flesh makes them a liability to the tribe. Those that are not killed most often are found as solitary predators on the outskirts of troglodyte territory. A rare few are kept as beasts for war, soldiers almost as destructive to their captors as to the enemy. Some can be tamed, but their demonic nature always overwhelms them in the end. Slaugrak stand 12 to 14 feet tall and weigh 6,000 pounds.
Originally from the Pathfinder Monster Codex
#dungeons and dragons#d&d monster#d&d homebrew#d&d#dnd#dnd 5e#d&d 3.5#d&d 5e#dnd 3.5#thirdtofifth CR 6#thirdtofifth fiend#troglodyte
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Mini PAC IV
If you were a character in a fantasy novel, what would your quest or adventure look like?
Piles read 1 -> 4
Note: This is a bit different, more intuitive and wrote this in the train back home, hope you enjoyyy
Book a reading! || Ko-fi
🪽 Pile 1
In your fantasy novel adventure, you are an aspiring mage with a unique ability to communicate with ancient spirits. Your quest is to find a codex, a legendary book said to contain the secrets of controlling the elements. With this power, you hope to prevent a catastrophic war between rival mage factions.
Your journey takes you through enchanted forests, treacherous mountains, and forgotten ruins, where you encounter magical creatures and uncover cryptic clues. Along the way, you must make choices that balance the ethical use of your newfound powers with the greater good of your realm.
As you get closer to your goal, you discover that the Codex is protected by a guardian spirit, and you must undergo a series of trials to prove your worthiness. These trials test your wisdom, empathy, and resolve. Ultimately, you succeed but must decide whether to keep the Codex's power for yourself or use it to broker peace among the warring factions, knowing that doing so may come at a great personal cost. Your adventure is a tale of magic, self-discovery, and the enduring struggle between power and responsibility.
🪽 Pile 2
In your fantasy novel adventure, you are a skilled rogue known for your exceptional agility and wit. Your quest is to track down a notorious group of thieves known as the "Shadowed Serpents" who have stolen a powerful, cursed gemstone that can control minds.
To catch the Shadowed Serpents, you'll navigate a sprawling, ancient city filled with hidden passages, secret societies, and corrupt officials. Alongside your trusty band of misfit companions, each with their unique skills, you'll decode cryptic clues, outsmart traps, and engage in thrilling rooftop chases.
As you close in on the thieves, you'll discover their leader possesses a dark secret connected to the gemstone's curse. Your journey becomes a moral dilemma, as you must decide whether to break the curse, which might endanger the city, or use the gemstone to expose corruption and free the minds of its victims. Your adventure is a thrilling blend of espionage, cunning heists, and the complexities of right and wrong in a shadowy world.
🪽 Pile 3
Your adventure takes a darker turn as you become the leader of a formidable group of supervillains. Your quest is to unleash chaos and establish dominance over a sprawling metropolis known for its vigilant superheroes.
As the cunning mastermind behind the Syndicate, you'll recruit a diverse array of superpowered individuals, each with their own unique abilities and motivations. Together, you'll concoct ingenious schemes to disrupt the city's peace and challenge the superheroes who stand in your way.
Your journey will involve heists on a grand scale, unleashing destructive powers, and psychological manipulation to exploit the heroes' weaknesses. Along the way, you'll delve into your own character's complex backstory, exploring the motivations that drove you to become a villain and your desire for ultimate power.
As your plans escalate, you'll face increasingly powerful heroes, leading to epic showdowns and thrilling battles that could determine the fate of the city. Your adventure is a morally ambiguous tale that delves into the depths of villainy, exploring the complex motivations and personal struggles of those who choose to walk the path of darkness.
🪽 Pile 4
In your story, you are a talented, yet reclusive, artist living in a picturesque coastal village. Your quiet life takes an unexpected turn when a charismatic and mysterious stranger arrives in town. This stranger, exudes an aura of intrigue and possesses a passion for restoring antique books.
Your adventure begins when the stranger discovers a hidden chamber in the village's ancient library, rumored to contain a love letter written centuries ago by a long-lost soul. They enlist your artistic skills to bring the letter's sentiments to life through illustrations.
As you both work together on this project, you unravel the story of a profound, forbidden love between two people from different eras. The more you delve into the past, the closer you grow to the strabger. Sparks fly as the line between the story and reality blurs, and a deep connection forms between you two.
Yet, secrets from their past threaten to tear you apart. The quest for the truth behind their enigmatic identity becomes as important as preserving the love story from the past. Along this romantic journey, you'll confront your own fears, past heartaches, and find the courage to embrace a love that transcends time.
All rights reserved - Ukiyowi©
#pac#pac reading#pick a pile#intuition#tarot daily#pick a card reading#pick a card#tarot readings#daily tarot#tarotblr#tarot#free readings#witchblr#🩵 pac 🩵
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Y'know, while we're in Rivain, let's go check out that Hall of Valor side quest that we received from Taash a while back. I'm told it's kind of like Armax, which is a side quest I always enjoyed in Mass Effect. :D
First of all, wandering through the Lords of Fortune faction headquarters and just realized they have a GIANT (I assume) DRAGON SKELETON which is badass:
Once again taking decor notes for my house. XD
The entry to the Hall of Valor is through a restaurant area called "The Hilt", which has a delightful menu item in the codex:
We love a good theme restaurant. XD I really want mozzarella sticks now.
"Welcome to the Hall of Valor!" cries Isabela as we approach. "I knew you'd find your way here sooner or later. Your kind always do."
I just followed the smell of the Breaded Cheese Wands.
------
Thoughts about the Hall of Valor in no particular order:
I definitely thought I'd been on easy difficulty all this time, but I have been on Adventurer (i.e. medium), so I have now rectified that and we are comfortably on Storyteller where I belong. XD I may end up kicking it up again for the rest of the game because I actually wasn't doing too bad overall, but I can immediately tell that completing this quest would take me goddamn ages if I didn't turn the difficulty down. XD
Isabela apparently has unique announcer dialogue based on the companions you join in the ring with, and the game conveniently provides us with a beacon to change our party easily before each bout, so let's see if we can get her dialogue for everyone before I'm done. "Our next challenger comes from the Veil Jumpers of Arlathan! She's deadly and Dalish, so everyone give a halla for Bellara!" "The spirits of the Hall of Valor are honored to welcome Emmrich 'Vol-Carnage' Volkarin of the Mourn Watch!" "Is that a chill in the air? Please give an ice-cold welcome to the darling of Dock Town, the Winter from Tevinter, Neve Gallus!" "The Hall of Valor is pleased to welcome legendary Spirit of Determination, Spite! And his spirit-friend, Lucanis Dellamorte of the Crows." "She's the tiny Titan who puts the feral in Fereldan! Please welcome Lace Harding!" "In war, victory! In peace, vigilance! In the Hall of Valor, give it up for renowned Grey Warden and monster slayer Davrin!" "The Hall of Valor couldn't make a dragon, so we're bringing our own! Lords of Fortune, let's hear it for our hometown hero, Taash!" "Come on, come on, place your wagers! And remember, never bet anything you aren't prepared to lose!" Victoria Kruger is clearly having SO much fun with these lines and I love that for her. XD
One fun aspect of these fights is there's a giant hole in the middle of the arena, and Helena is definitely having fun using her bombs to yeet enemies into it.
I have to complete ten rounds, each of which appears to be (rather like Armax) facing various enemies of a different type. That first round was "Demons", followed by "Antaam," "Venatori", "Frenzied Dead", "Mercenaries," "Deep Roads Creatures", "Darkspawn", and "Fade-Touched Creatures." The ninth round is then "Darkspawn" again, and then "Demons" again for round ten. I'm actually impressed they managed to come up with eight distinct categories before having to start repeating themselves.
Apparently Taash's bond increases any time you take them into the arena. No one else's seems to.
We also get some fun little conversations with Isabela after every round. "You couldn't pay me to step in the pit with you, and coming from me, that's quite a compliment." "Amgwaren! That's dwarven for congratulations, right?" "You might want to try 'amgarrak.' You just called me a pool of salt." "Well, it's not a real fight unless you sweat. Anyway, amgarrak." "You can really put on a show! I should charge an entrance fee." (A/N: I'm surprised you weren't already. O.o) "Look at that! Barely a scratch." "And I'm out another twenty gold! Maker, I should stop betting against you." (A/N: Damn right.) "I see you picked up some nice tricks in the Shadow Dragons." "Well, when the Venatori have a floating palace that shoots firebolts, you have to get really good at not dying." (A/N: Fairly sure the magisterium controls the floating firebolt palace, and not the Venatori, but the point remains the same. XD )
For completing all ten rounds and the quest, we receive a unique ring!
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Maniculum Bestiaryposting Challenge: Miscellaneous Sea Creatures!
I think I actually managed to fit them all in this time! Our little Codex Manesse boys went on an ocean adventure. The drawing is inspired by medieval illustrations of Alexander the Great diving beneath the sea.
Starting at the top, we have:
Blochmokan
There is a sea monster called the Blochmokan, which has huge wings. When it sees a ship under sail on the sea, it raises its wings over the water and tries to keep pace with the ship for three or four miles; when it fails to keep pace, it lowers its wings and folds them. The waves carry it, exhausted, back to its home in their depths.
To the left of the boat:
Kearmoltirs are known by that particular name or word because they follow the sound of men’s voices, or gather in schools at the sound of music. There is no swifter creature in the sea. For they often leap through the air over ships; but when they play beforehand in the swell and leap headlong through the mighty waves, they seem to foretell storms. There is a species of Kearmoltir in the River Nile, with a serrated back, which kills crocodiles by cutting into the soft parts of their bellies.
To the right (and possibly in the wine):
The Gurnwatlea is so called because it is delicate and very tender; they say that eating it curbs lust; eating Gurnwatlea can also impair your vision; men who often eat it give off a fishy smell. If you soak a dead Gurnwatlea in wine, those who drink the liquor afterwards develop a loathing for wine. Another kind of Gurnwatlea gets its name because it is extremely agile. For when it is aware of the way in which fishermen have set their nets for it, it does not delay, but pulls back, then leaps over the net, so that you can actually see the fish fly.
Directly under the boat:
The Olnranming is so called because its snout is pointed; it sinks ships by piercing them with it; Radwahrekhs are so called because they have a serrated crest; they swim under ships and saw through their keels.
Centered below, the Alrittraes:
The nature of this animal is such that when it feeds, it opens its mouth and breathes out from it a kind of sweet-smelling odour, so that when smaller fish scent it, they gather in its mouth. When the Alrittraes feels that its mouth is full, it closes it suddenly and swallows the fish. Alrittraeses are beasts of huge size, so called because of their habit of drawing in and spouting out water; for they make waves higher than other sea creatures [etymology redacted]. … for it is alleged that the females conceive by intercourse.
Finally, bottom left and right, the Shikwaewik and the Meldilragg, respectively:
Its wolf-like greed for fish gives the Shikwaewik its name. It is a tricky fish to catch. It is said that when it is finally surrounded by the folds of the net, it ploughs up the sand with its tail and, hidden, swims through the net.
Meldilraggs are commonly called swine, because when they seek food, they dig under the water like swine digging into the ground. For they have what serves as a mouth around their throat, and unless they immerse their snout in the sand, they cannot gather food.
#maniculum bestiaryposting#maniculum miscellaneousseacreatures#Alrittraes#Blochmokan#Kearmoltir#Meldilragg#Olnranming#Radwahrekh#Shikwaewik#Gurnwatlea#digital art#my art#medieval aesthetic#ocean life#fish#sea creatures
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The Spellweaver’s Grimoire
The Spellweaver’s Grimoire is one of the most revered and mysterious artifacts in the magical world of Enchancia. Created by Aelric Spellbound, the founder of the Spellbound lineage, it is not merely a book but a living repository of magical knowledge, bound by enchantments that evolve with each generation of the family. The Grimoire is considered the heart of the Spellbound legacy, holding secrets and spells that have shaped the course of magic for centuries.
Origins of the Grimoire
The creation of the Spellweaver’s Grimoire dates back to the Age of Arcane Awakening, a tumultuous period when magic was feared and misunderstood. Aelric Spellbound, a visionary mage, sought to bridge the gap between magic and humanity by creating a tome that would preserve the balance between power and responsibility.
Legend has it that Aelric spent decades crafting the Grimoire, drawing upon his deep connection to elemental spirits and his understanding of magical harmony. He infused it with spells that were not only powerful but also designed to work in harmony with nature and human intent. The Grimoire was enchanted with self-writing magic, allowing it to record new spells and insights from each Spellbound who contributed to its pages.
Physical Description
The Spellweaver’s Grimoire is a massive tome bound in dark emerald leather, its cover embossed with the family crest—a phoenix rising from intertwining vines. The pages are made from an enchanted material that resists decay, glowing faintly when touched by someone of Spellbound blood.
The book is locked with a magical clasp that can only be opened by those deemed worthy. When unworthy individuals attempt to open it, they are met with harmless but humiliating enchantments—such as being temporarily turned into a harmless creature or covered in glittering magical dust.
Magical Properties
The Grimoire is more than just a collection of spells—it is a sentient artifact imbued with Aelric’s essence. It has several unique properties:
Adaptive Spells: The spells within the Grimoire evolve over time, adapting to new magical challenges and incorporating innovations from its users.
Selective Access: Only those who demonstrate balance in their intentions can access its most powerful sections. Even members of the Spellbound family must prove themselves worthy.
Guiding Voice: The Grimoire occasionally communicates with its wielder through whispers or written messages on blank pages, offering advice or warnings.
Elemental Resonance: The book reacts strongly to elemental magic, amplifying spells cast by those aligned with their elemental affinity.
Notable Sections
The Grimoire is divided into several sections, each focusing on a different aspect of magic:
The Elemental Codex: A compendium of spells tied to earth, air, fire, and water magic.
The Weaving Arts: Instructions for creating complex enchantments that blend multiple schools of magic.
The Healing Pages: Spells for restoration and purification, contributed by healers like Esmara Spellbound.
The Shadow Wards: Defensive spells designed to protect against dark magic and corruption.
The Prophetic Verses: Cryptic prophecies that foretell significant events in the magical world.
Role in Family History
Throughout history, the Spellweaver’s Grimoire has played a pivotal role in shaping the destiny of the Spellbound family:
During times of war, it provided protective enchantments that shielded entire villages from harm.
In eras of peace, it served as a guide for teaching younger generations about balance and responsibility.
When Thalion Spellbound attempted forbidden experiments, it was the Grimoire’s warnings that ultimately led him to abandon his dangerous pursuits.
Winifred often referred to the Grimoire as "the soul of our family," emphasizing its importance in maintaining their legacy. Goodwyn valued it as both a tool for heroism and a reminder of their duty to protect Enchancia.
Cedric’s Connection to the Grimoire
As a child, Cedric was fascinated by the Grimoire but struggled to unlock its deeper secrets due to his insecurities and impatience. He often spent hours poring over its pages, hoping to find spells that would help him prove himself worthy of his parents’ expectations.
It wasn’t until Cedric began working alongside Seraphine that he truly connected with the Grimoire. Her influence helped him approach magic with greater balance and humility, unlocking sections he had never been able to access before. Together, they discovered forgotten spells for purifying corrupted artifacts—knowledge that proved invaluable during their adventures.
Seraphine’s Contributions
After marrying Cedric and becoming part of the Spellbound legacy, Seraphine added her own contributions to the Grimoire. Her healing spells—rooted in both traditional magic and her unique affinity for water—expanded its Healing Pages significantly.
One spell she created, known as Seraphine’s Embrace, became renowned for its ability to restore harmony not just within individuals but also within entire ecosystems affected by magical imbalance.
Modern Role
Today, Cedric and Seraphine see the Spellweaver’s Grimoire as more than just an artifact—it is a living symbol of their family’s mission to preserve balance between magic and nature. They have begun using it as part of their teachings at the Academy of Balance, ensuring that future generations understand both its power and its responsibility.
As Cedric often says:
"The Grimoire doesn’t just teach us how to wield magic—it teaches us why we should."
#sofia the first#spellbound hearts shipping#Cedric Spellbound#Spellbound ancestors#cedric x seraphine
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Codex, Page 138, Entry NpC Familiars (Npcs) :
3 days till Halloween 👻!
- Seasons don’t fear the reaper-
#code art challenge#codexes of npcs - familiar versions#codex challenge 🐾#codextober#codex entry October 28 - codex entry 28#Codex entry page 138#codex entry#Codex of non comparative character- familiar version#Codex of Non player- familiars#codex arts#codex challenge 2024#Codexes#codex familiar version- npcs#No play characters/ non players- codex for 28#codex - October 28 - entry page 138 - edition familiars of npcs#Codex entry 1.5 - on October 28th - entry 🐾 of npcs - standard 28#codex standard npcs familiar-October#codexes challenge#art challenges#challenge in journal- codex standard creature- type flying- standard flying creature of npcs#challenge pages#pages art#art challenge 2024#2024 codex#2024 october#codex creatures#creatures art#art of codex challenge#challenge 2024#challenge- codex 28
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Thedas ecology. Can we fucking talk about Thedas ecology? That shit is so fucking unhinged, and about 90% of it is entirely thanks to Ghilan'nain. You read even ONE codex entry about her and you can't deny that she probably genetically manifested weird-ass flesh horrors before AND after her "ascension" to "godhood." Factor in the fact entire CENTURIES have passed and a lot of them are still kicking around in the various Thedosian biomes? Insane. Fucked up. The world remembers Ghilan'nain better than any other Elvhen God by that right, because her creations have literally lasted the test of time. Perhaps modern elves have forgotten her real personality, cruelty, obsession with playing God with flesh and bone, but the world hasn't. The trees haven't. The animals will always remember, because she engineered them herself.
But take it a step further. Sciencey headcanon this for a moment with me: Ghilan'nain created a lot of her creatures to entertain Andruil and their following of hunters. She engineered all manner of beasts as challenges, as good sport for a bloodthirsty Elvhen God known to hunt her own slaves if she was bored enough. Ghilan'nain won her "godhood" by impressing the other gods with her creations. So... Would it be a stretch to also say she probably engineered plant species too? That she might have modified entire hunting grounds to make the hunts more challenging? To use those plants as biochemical warfare when she got into a "skirmish" with another God? And if the animals survived into modern Thedas... What about the plants?
How much of one's existence in Thedas is a simple defiance against the leftovers of Ghilan'nain's hostile genetic engineering? Can we talk about the fact Qunari have numerous poison immunities compared to humans and elves and dwarves? How many creatures require extra preparation for cooking because Ghilan'nain tweaked them JUST enough to be hazardous if consumed incorrectly? Or can someone explain to me why so many creatures in Thedas have opposable thumbs??? Is this another sign of Elf-Animal gene splicing? Why are so many creatures unnervingly smart?
These are the strange, worldbuildy but useless questions I ask myself at night.
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Theme Animal (Tree Octopus)
Prompt List
Creature Codex Art Challenge
Commentary
See now this would've been perfect for yesterday. The tree octopus is a hoax whipped up in the 90s. For this piece I was thinking of rendering of a octopus actually up in a tree but instead decided to go for a travel poster design. I really like it and will be trying to make more in the future.
Palette Picked
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while wearing a fake mustache so you won't recognize me and call me out for the fact i already sent u an ask about this/ hello kinda sir may i please get a #8 for the DA oc codex with the oc Viera, thank you kind stranger
KJHSFJKH YOU CAN JUST SEND ANOTHER ASK DUDE
8. something written about one of your OC’s regrets
CODEX: The Girl and her ghosts
There once was a girl who lived in the tower who left behind three ghosts: Grief, Resentment, and Betrayal. They may take the names of Demons but these aren't creatures that have slipped through a thinned veil, but the memories left to soak in the stone.
Grief is in the chapel and remains unseen, weeping quietly pre-dawn until the first initiate wakes to light the candles. She cries for all that was left unsaid.
Resentment lurks outside of the harrowing chamber, seen and not heard. A Templar glaring from the corner of your vision. He seethes with wrongs that will never be truly righted.
Betrayal is flesh and bone, a Tranquil man left behind. Eyes sunken and hair greying, a living remembrance of a broken trust who's as much of a ghost as the others.
Even before the Circles fell the girl had won her freedom. And even with her freedom long granted, the girl comes back and visits her ghosts. She'll sit in the chapel to cry with Grief; she'll stand in the shadows to challenge Resentment; and she will walk alongside Betrayal and talk as if there was none.
When asked why she wouldn't let her ghosts die, the girl smiled and said, "As long as I live, so will they. Better to face them than to let them rot inside me."
-A story passed around Kinloch Hold- former Circle of Magi now reclaimed College of Magi
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Werewolf or werejaguar?
idk what this is in reference to but I don't think I've seen a werejaguar stat block in any of my dnd monster books, and that's including the 3 volumes of Tome of Beasts and Creature Codex, so I can only go off of the werewolf stats and while it's pretty basic it's been quite a challenge when I'd run 'em in the Curse of Strahd games I've run a few sessions of.
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