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#legendary adventures artworks
0xy--m0r0n · 11 months
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i saw this flame prince and fionna official (i believe it was promo?) art and instantly knew i had to klance it <33
i did turn out a bit. angstier than i initially planned but. angst. who's complaining sgfjjgkg
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here's the og art (i can't find who its by, so please lmk if you know 😭😭)
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aesthetics-infinity · 4 months
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The Maiden and the Dragon's Gaze
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evermore-grimoire · 6 months
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The Evermore Grimoire: Greek Mythology
Calliope (Καλλιοπη meaning "beautiful-voiced") was the Muse of epic poetry and heroic song in Greek mythology. She was widely considered the leader of the Muses and was the greatest and wisest of them all. Calliope began as a Muse of poetry, which later developed into epic poetry (tales of the legendary adventures of a people, its myth, and heroes). She was often represented in art as a seated or standing figure, holding a writing tablet and a stylus, as if she were getting ready to write the next great epic poem. Calliope was also the mother of Orpheus, the most famed musician in all of Greek mythology. He was said to have received his gift of music from his father, Apollo (god of prophecy). When Orpheus was dismembered by the Bacchantes (women & nymphs who worshipped the god of wine, Dionysus), Calliope recovered his head and enshrined it on the island of Lesbos.
artwork by Yliade
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certain-death-awaits · 2 months
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Earlier this year, and sequel of sorts to the Caretaker's Guide to Fablehaven was announced on booksellers' websites, available for preorder- The Adventurer's Guide to Dragonwatch. The teased description is as follows:
Millions of Fablehaven fans will be eager to examine this illustrated field guide and learn what dragon slayers and other members of Dragonwatch have known for centuries. Many adventurers risked their lives gathering the information found within this one-of-a-kind book—a compendium of the most dangerous mythical and magical creatures around the world, including invaluable illustrations that reveal for the first time what these creatures actually look like. You will learn secrets of the magical realms, including the history of the five great monarchs: The Underking, the Fairy Queen, the Demon King, the Giant Queen, and the Dragon King. In addition, you will learn about the priceless stone called the Ethergem that powered the five crowns of the monarchs. By the end of the book, you will know more about dragons and giants (and a host of other mythical creatures) than your average dungeon master. Make yourself familiar with an invaluable study of magical items and artifacts, including the five legendary swords, never before revealed in any other publication known to humankind. This information alone is worth all the gold in your pockets. In addition, you will find a personal letter from the world’s greatest adventurer, Patton Burgess. Take heed of what he has to say, and you may live to the ripe age of sixteen. You are now part of a consortium of wizards, enchantresses, dragon slayers, and others who risked everything to free the world from the tyrannical rule of dragons. A word to the wise: If you are being hunted by a dragon, no stronghold or castle will hide you for long. The best way to survive a dragon is not defense, it is offense. Use the information inside this book and go forth and hunt!
Now, as of yesterday, new previews of the artwork inside have been posted on Brandon Mull's Instagram
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The book is to be released in October.
Personal comments: Brandon Mull has been hinting at plans for a prequel (or sequel, knowing he had the Chronometer) series about Patton Burgess. First in the end of RotDS he says he might do it if it strikes his fancy, and he also confirmed that he's writing a Newel and Doren one-shot to be released spring 2025, with the first novel in a different series dropping in autumn of that year. The Caretaker's Guide springboarded Dragonwatch, so it's possible this will do the same for a Patton-centred series, considering the letter from Patton advertised as being a part of the guide that parallels the letter announcement in the Caretaker's Guide.
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total-cards · 1 month
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REVEALED: Astarion Secret Lair cards, Original Adventure arts, and more for Dungeons & Dragons 50th Anniversary!
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Over the past few days, we've seen some exclusive looks at what's to come in two of the Dungeons & Dragons x Secret Lair Super Drop, particularly for Astarion and An Exhibition of Adventure. There are 5 cards for Astarion's Thirst, and 7 in An Exhibition of Adventure. What's interesting about these cards in particular is that they are designed with original artwork from Dungeons & Dragons' first debut 50 years ago!
Within An Exhibition of Adventure you will find some OG artwork of a Beholder, the Player's Handbook and the Basic Red Dragon! If you've been a long-time fan of Dungeons & Dragons, and you're a Magic Player, perhaps this is definitely a set to pick up.
Inside An Exhibition of Adventure the cards are as follows:
Fell the Mighty    Sorcery Destroy all creatures with power greater than target creature's power. {Dungeons & Dragons Supplement I: Greyhawk (1975)} Faithless Looting   Sorcery Draw two cards, then discard two cards. Flashback  {Advanced Dungeons & Dragons: Player's Handbook (1978)} Goldspan Dragon  Creature - Dragon Flying, haste Whenever Goldspan Dragon attacks or becomes the target of a spell, create a Treasure token. Treasures you control have ", Sacrifice this artifact: Add two mana of any one color." {Dungeons & Dragons Set 1: Basic Rules, "Red Box" (1983)}4/4 Reality Shift  Instant Exile target creature. Its controller manifests the top card of their library. {Advanced Dungeons & Dragons: Dungeon Master Guide, 2nd Edition (1989)} Monster Manual  Artifact Zoological Study Sorcery - Adventure Mill five cards, then return a creature card milled this way to your hand. , : You may put a creature card from your hand onto the battlefield. {Monster Manual, 3rd Edition (2000)} Ponder  Sorcery Look at the top three cards of your library, then put them back in any order. You may shuffle. Draw a card. {Dungeon Master's Guide, 4th Edition (2008)} Acererak the Archlich  Legendary Creature - Zombie Ward When Acererak the Archlich enters, if you haven't completed Tomb of Annihilation, return Acererak the Archlich to its owner's hand and venture into the dungeon. Whenever Acererak the Archlich attacks, for each opponent, you create a 2/2 black Zombie token unless that player sacrifices a creature. {Dungeon Master's Guide, 5th Edition (2014)} 5/5
In summary, we are eager to see what else this Secret Lair drop has in store. With a good look at Astarion (seen below) and an in-depth view of An Exhibition of Adventure we just can't wait to see what monsters lurk in Death is in the Eye of the Beholder I and II, or Karlach's Rage! To view all the cards in their glory, head to our blog. And be sure to keep checking for new updates regarding the Dungeons & Dragons x Secret Lair 50th Anniversary Drop!
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daikikaijuboyo028tblr · 9 months
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Amy the Explorer
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My first ever Sonic fan-artwork ever! Let's go!
Starring everyone's favorite Mystical Rosey Rascal Amy [from the classic era] in a Gulliver's Travels inspired adventure as she finds herself on a remote, hidden, and legendary world. And much like that classic tale, after a little misunderstanding Amy meets the next in the royal line of this Lilliputian-esque kingdom, Princess Leila, whom she herself is at awe of this titaness' beauty... juxtaposed by her imposing presence cut through by her gentle heart.
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thedsgnblog · 1 year
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8 Summer Reads For Creative Inspiration
Summer is the perfect time to relax, recharge, and dive into inspiring books that can fuel your creative spirit!
Whether you're passionate about design or you're a design professional, there are numerous books out there that can provide you with fresh ideas, and the motivation to push your creativity. In this article, we bring you eight must-read books that will spark your creativity and leave you feeling inspired. So grab your favorite drink, find a cozy spot, and let these books transport you to a world of creative brilliance!
Palette Perfect for Graphic Designers and Illustrators: Colour Combinations, Meanings and Cultural References by Sara Caldas
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Both a practical and inspirational book filled with color combinations for any design and illustration project. The use of color and its combinations creatively in illustration, graphic and product design also implies understanding what emotions they convey and how they affect our design and illustrations.
Purchase on Bookshop.org — $28 (On Sale) —
Creative Spaces: People, Homes, and Studios to Inspire by Poketo
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The debut book from acclaimed Los Angeles lifestyle brand Poketo! Creative Spaces: People, Homes, and Studios to Inspire explores the lives, homes, and studios of 23 artistic entrepreneurs, authors, and designers. From a colorful desk in a tiny closet to expansive homes, Creative Spaces features a collection of unique interiors from across the country.
Purchase on Bookshop.org for $33 (On Sale)
Soft Minimal by Norm Architects: A Sensory Approach to Architecture and Design
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Norm Architects' humane simplicity creates environments that feel as good as they look. Guided by ideas of well-being, the essence of NA' style is balance: richness focused by restraint, simplicity imbued with warmth, and complexity heightened by order. Be it architecture, interiors, or furniture, Norm's unique brand of soft minimalism speaks to the mind as much as the body, creating spaces for people.
Purchase on Bookshop.org for $84 (On Sale)
Why Design Matters: Conversations with the World's Most Creative People by Debbie Millman
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The author, educator, brand consultant, and host of the widely successful and award-winning podcast Design Matters showcases dozens of her most exciting interviews, bringing together insights and reflections from today's leading creative minds from across diverse fields.
Purchase on Bookshop.org for $56 (On Sale)
Accidentally Wes Anderson by Wally Koval
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A visual adventure of Wes Anderson proportions, authorized by the legendary filmmaker himself: stunning photographs of real-life places that seem plucked from the just-so world of his films, presented with fascinating human stories behind each façade. Purchase on Bookshop.org for $35 (On Sale) —
How to Live with Objects: A Guide to More Meaningful Interiors by Monica Khemsurov and Jill Singer
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In the modern home, it matters less whether your interior is perfectly appointed and more if it's authentically personal, unique, and filled with the objects you feel a connection to. Through inspiring home tours and practical advice on how and what to collect, Monica Khemsurov and Jill Singer take you on an educational and highly visual journey through the questions at the core of their design philosophy. Purchase on Bookshop.org for $56 (On Sale) —
Hayao Miyazaki by Jessica Niebel
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A richly illustrated journey through the extraordinary cinematic worlds of beloved filmmaker Hayao Miyazaki. Introducing hundreds of original production materials, including artworks never before seen outside of Studio Ghibli's archives. Concept sketches, character designs, storyboards, layouts, backgrounds, and production cels from his early career through all 11 of his feature films.
Purchase on Bookshop.org for $51 (On Sale) —
Dot Line Shape: The Basic Elements of Design and Illustration by Victionary
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Going back to basics, DOT LINE SHAPE is a comprehensive collection of projects that manifest the three elements in inspiring and ingenious ways to bring unique creative visions to life. No matter how trends or platforms change over time, they serve as timeless components that provide designers and artists around the world with infinite means of expression to make a lasting impact.
Purchase on Bookshop.org for $42 (On Sale) —
If you're interested in finding more books on design, art, interiors, architecture, and more, check our Bookshop.org profile for more amazing recommendations!
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artisofthandy · 2 months
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It’s One Piece Day 2024; The 27th birthday and anniversary of One Piece itself! One Piece is one creative and legendary manga series and franchise focusing on the story and adventures of a pirate adventurer named Monkey. D. Luffy and his pirate crew, The Straw Hat Pirates as they journey across the world via the seas called the Blues in navigational order (East, West, South and North Blues) and the Grandline + Red Line in order to accomplish their dreams; Luffy’s being to find the One Piece and become the Pirate King! One Piece, while flawed is nothing short of a legendary story and series filled with many legendary and unique characters, worldbuilding, writing, storytelling and artwork and many more, absolutely worth reading or watching the whole series and definitely checking it out! I found out about One Piece thanks to Screwattack and Death Battle and now I’m a massive fan of the series and for it to reach 27 years! Almost to 30 is absolutely insane. And I’d like to thank Eiichiro Oda for creating one adventurous, free-spirited and creative story and happy 27th anniversary One Piece! Keep dreaming and living free!
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0xy--m0r0n · 1 year
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finn and flame princess redraw with klance <3
designs by @numerous-bees-in-a-skin-suit with a little bit of adjusting on my side pfft
uhhh what else to mention. in comparison to the og screenshot it looks really dull and that was bc i forgot to check with the og more often whoops.
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the-fluffy-folio · 1 year
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Winding Wrangler – Tiny aberration, any lawful alignment
The winding wrangler is a quite peculiar specimen. Silently creeping around towns and settlements, it seeks to uncover the arcane secrets studied by the minds of mortals. Eagerly, it hides in the dark corner of the local library, hangs from the ceiling of the wizard’s lab or studies each and every word the babbling scholar triumphantly exclaims.
It is my greatest pleasure to present you the Winding Wrangler. This one was commissioned by Spectre Creations with their kind permission to fully share it with you<3
The Winding Wrangler will be included in Spectre Creations' upcoming book –Caliya’s Chronicle of Runes: A Runic Expansion for D&D 5e
Since their Kickstarter just launched, please allow me to forward the following description from Spectre Creations:
Caliya’s Chronicle of Runes is a 300+ page tome that brings the magic of runes to your table!  Whether you're a DM looking to fill your world with ancient runic lore and extraordinary monsters, or a player eager to sink your teeth into hundreds of inspiring new races, subclasses, spells, & more for your characters, this runic sourcebook unleashes endless possibilities for your epic adventures across the multiverse!
What's Inside?
Expansive 5e Rune system, with over 350 magic runes spanning every language
12 Legendary subclasses + over 50 races and subraces
80+ epic and terrifying monsters
Instantly translate to your favorite languages @ FantasyTranslator.com
Live on Kickstarter, now! Caliya's Chronicle of Runes: Language Turned Legendary!
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🔮 If you like my work, kindly consider to support me on Patreon to gain access to monster pages, tokens & artwork of 200+ of quirky creatures, items and potions.
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sotwk · 2 years
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🦌 and 💍 for the ask game? *excited giggle* I loooove your headcanons
Hello, dear Callon! Thank you for this ask and for your endless patience! I will combine your two requests of 🦌: "HC about one of Thranduil’s personal likes or dislikes" and 💍: "HC about a family tradition" into one discussion about:
Thranduil and Hunting
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Fanart by cudzinec (DeviantArt)
Thranduil has been participating in hunts ever since his youth in Doriath, and received his initial instruction not from his father, but from his uncle (his mother’s brother), the legendary Beleg Cuthalion, Chief Marchwarden of King Thingol.
Thranduil developed an interest in archery from about 10 years old, but only Beleg would agree to take a student so young, headstrong, impulsive, yet extraordinarily gifted under his wing.
Even as a child, Thranduil possessed exceptional physical strength, and could already pull the draw weight of an average Doriath archer.  
Beleg had a special bow designed just for him, measured for a child’s height but with an adult’s draw weight, and trained him using this. 
Thranduil greatly admired his uncle’s famous bow, Belthronding, and hoped to earn it as an inheritance one day. 
Thranduil’s natural-born gifts, which also included horsemanship, keen aim and eyesight, and a relentless pursuit of any chosen target, led to Queen Melian remarking that he would have been a favored companion of Oromë, Huntsman of the Valar, in Aman. This did not exactly please Thranduil’s father, Oropher, who preferred his son not be quite so wild-hearted and adventurous.  
Thranduil was merely 14 years old during the Hunting of Carcharoth, and was very upset at being too young to participate in that great adventure. From that day onward, he insisted on participating in as many hunts as he would be permitted to join. 
As a young hunter, Thranduil was particularly adept at navigating through rough, unfamiliar terrain. He was also fearless at hunting down dangerous predators such as wargs, wolves, wildcats, and bears. 
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Fanart by @chicotfp (Note: Check out all their incredible Thranduil artwork!)
However, the arrival of Túrin Turambar greatly affected the close relationship between uncle and nephew. Much of Beleg’s time and attention redirected to King Thingol’s foster son, which made Thranduil jealous and resentful of the human outsider. 
After receiving news of his beloved uncle’s death, Thranduil (then 37 years old) blamed Turin and the curse he carried with him. He was also angry that Belthronding never returned to Doriath, and believed that Turin had stolen it himself. 
From that time on, Thranduil’s interest in archery fell drastically, and he refocused his training towards swordsmanship instead. He stopped going on hunts completely, and did not return to it until his father took the kingship of the Woodland Realm nearly a thousand years later.
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Thranduilion Family Hunting Traditions
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Thranduil rediscovered his love for hunting some years after he began living in the Woodland Realm. The vast landscapes between Rhovanion and the Rhun provided bountiful hunting grounds for all kinds of game, and he often rode out with the Silvan hunters on long expeditions. He soon became as familiar with those lands as the native Wood-elves who had lived there since the Awakening. 
Thranduil personally oversaw the training in archery and hunting of his two eldest sons, Crown Prince Mirion and Prince Turhir. By the time Princes Arvellas, Gelir, and Legolas were born, he had delegated this task to the elder brothers, wishing for them to become role models and mentors to their younger siblings.
Although all five sons are skilled at hunting and tracking, Prince Gelir is by far the most naturally gifted, and is often bragged about by the Elvenking as the “greatest huntsman across the realms”.
Prince Turhir is noted for preferring to use various-sized spears instead of bow and arrow as his choice of weapon, for game even as small as squirrels. 
The king and princes would sporadically and spontaneously group up to go on their own recreational hunting trips. Southeastern Greenwood, between the East Bight and the Old Forest Road, was particularly rich with game during the autumn through winter months.
They did not use hunting dogs, local guides, traps, or baiting tactics and relied solely on their own stalking and archery skills. 
Hunting was one of the most favorite bonding activities between father and sons, and amongst the brothers, and involved a lot of playful challenges and bets. 
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The Hunting of the Rhûn Lion
Every four years during the summer, from about TA 300-1300, the entire royal family (including the Elvenqueen) would assemble a small party and go on an expedition to hunt the Rhûn Lion, the dangerous and unchallenged apex predator of Rhovanion. The hunt would last for an entire month and was celebratory in nature, involving other games and feasting traditions. It was considered a great honor to be invited to this hunt with the royal family, but rarely was anyone invited more than once, since the intention was for every Greenwood hunter in the kingdom to be given a turn at participating. 
The resulting kills were either taken home by the guest hunters, or gifted to the Northmen residing in the area, who prized the pelts and meat. 
Part of the reason why they culled the Rhûn Lion in particular was to prevent their numbers from overwhelming the populations of wild horses and wild kine that roamed the plains of Rhovanion. The Kine of Araw were a valued species of oxen that legends claim descended from the cattle of the Valar Orome. The Great Horn of Gondor was made from one of the Kine of Araw, by Vorondil, one of Boromir’s ancestors who famously hunted them. (A connection that Legolas and Boromir later bonded over.)
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Tolkien Headcanon tag list:
@quickslvxr @laneynoir @auttumnsayshi @achromaticerebus @tamryniel @friendofthefellowshipsnerdblog @blueberryrock @aduialel @glassgulls @ladyweaslette
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satoshi-mochida · 4 months
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Tomba! Special Edition launches August 1 for PS5, Switch, and PC, later for PS4
From Gematsu
*There's a few short videos on the site I can't copy/paste on here
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Tomba! Special Edition will launch for PlayStation 5, Switch, and PC via Steam on August 1, followed by PlayStation 4 at a later date, developer Limited Run Games announced.
Here is an overview of the game, via Limited Run Games:
About
Tomba! returns in Tomba! Special Edition, the ultimate version of the legendary platforming masterpiece. As the titular Tomba, you leap, bite, and throw your way across stunning 2.5D landscapes on a quest to overcome a deplorable cadre of nefarious pigs. Along the way, you’ll explore ancient relics, discover fascinating characters, unlock thrilling quests, and unearth hidden treasures. It’s a platforming adventure that perfectly fuses linear and nonlinear gameplay styles. Tomba! was first published in 1997, and is back today in a vastly-expanded special edition packed with quality of life improvements.
Key Features
Save Anywhere! No more worrying about heading back to a checkpoint.
Rewind! Stuck on a difficult challenge? Try again!
Toggle for analog control
A museum crammed with classic print advertisements, original packaging and manuals, never- before-seen dev documents, and high-res original artwork.
A new remastered soundtrack.
Interview with the creator, Tokuro Fujiwara.
And here is a new interview with Tomba! creator Tokuro Fujiwara published on PlayStation Blog:
In 1997, when you made Tomba!, most developers focused on making 3D games like Tomb Raider or Crash Bandicoot. You instead decided to mix 2D sprites with perspective-shifting 3D environments. Why? Tokuro Fujiwara: “Tomba! runs on 3D technology, with gameplay designed around 2D principles. This is why it’s described as a 2.5D game. I think 2D games have a certain kind of charm that 3D doesn’t. I also wanted to push the limits of what could be done. To bring my vision to life, I needed to use 2D principles along with 3D CG visuals. This allowed me to create something that felt new on the PlayStation. “There were times when I wondered if I should go 3D instead, 3D games have a very clear sense of space. In 2D, all the action takes place on a flat plane, and multiple layers provide a sense of depth. This means you have to design the game in creative ways so that the different layers don’t conflict. This results in something interesting that can only be achieved with 2D.” What do you hope new players will take away from Tomba! Special Edition? Fujiwara: “Tomba! has many side quests. These come in different varieties and are hidden throughout the game. I encourage players to seek them out. Various items allow players to learn new moves, expanding how levels can be beaten. I hope players search and seal away the Evil Pigs scattered throughout the world, which will unlock even more to see! There are many discoveries to be made. I hope players can relax and enjoy the world of Tomba!” Speaking of genre-bending gameplay. Tomba! feels like an open world despite being described as a side-scrolling platformer. This was largely due to how nonlinearly the levels could be played. Was this done intentionally, or was it something that just happened through development? Fujiwara: “I had envisioned this open-feel game from the very beginning. It was all a blur when things started, but as development progressed, it began taking shape. “You could consider Tomba! an open-world title, a term that was rarely used back then. There’s a wide area with a lot of different content in it. You encounter, discover, and collect various things as you move around. For example, you have to complete certain tasks in Tomba!, but you can wander around freely and complete them however you like. Some tasks and main objectives can even be skipped entirely. Many of the ideas I envisioned for Tomba! back in the day were ideas we see in open-world game design today. “I initially wanted to include 100 quests, but the final game exceeded that. It was hard work for the team to fit it all together on a timeline. What started out as vague ideas in my head ballooned into an amount of content so large it blew my mind!” The original PlayStation was a massive leap in gaming technology. What was it like to experience it back then? Fujiwara: “Game development is an ongoing battle against technology growth. This was the case back then and is still true today. I felt that the PlayStation was such a remarkable improvement in terms of hardware, allowing for greater possibilities. Games went from being rendered in pixels to CG. Game developers had to learn many new skills. Expectations ballooned along with the scope of game ideas. Development environments evolved, which made things challenging but exciting for developers. The introduction of the PlayStation and the advancements from that era still impact games today.” Finally, why do you think it’s important to bring Tomba! back now? Fujiwara: “Tomba! has been around for a long time, but continues to be loved by many. I’ve long wished that the game could be accessible to more people on modern systems. Now that the opportunity is here, I think PlayStation fans today will get a ton of enjoyment out of Tomba!“
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knarme-stray · 1 year
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Glimpses into arctic Pandora (all artwork is by me, and the signatures are my more used online nickname)
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Tauk lives with a lot of lakes. She's a skilled maker of fishing nets and other fish traps. She also makes dyed fabrics. Her grandmother is an expert of local natural pigments, fungi and berries alike, and she's a keen student. She's strong, outspoken and adventurous. An energetic powerhouse with her feet in the ground. While she has her heart in the right place for the most part, she does not always understand those who have less social skills, and might appear judgemental/intimidating to such cases. This is because she grew up being quite secure in herself, and doesn't seem to understand that not everyone can take such for granted.
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Mokri'ena is bit of a daydreamer and an introvert. She loves to learn about stories from across Pandora. She has heard of the Sky People, Toruk Makto and the legendary warrior Neytiri. Many say she kind of exists outside of the moment she's in, outside of her body. She's interested in news and history. She always feels intimately aware of how frail safety and peace are. She can't stop thinking about the Sky People, or the Omaticaya and the Metkayina she has never met. She grew up being a little weird, - or well, just not really understanding other kids' concept of fun. She was a little artist who preferred her imagination over her loud and more sociable peers. As an adult she's keen to help those in need, as she has known the pain of being forgotten.
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Tulìm is from a coastal settlement, from a terrain broken into many islands.
He was always an adventurer, - as he was born in a mainland tribe. The coastal islands always made him curious because he wanted to see more of his world, so he moved there and joined a trader ship crew.
For most of his life he was simply a trader ship navigator, and later a the captain.
He commands one of the biggest trader ships of the region. He has seen many lands outside of his own, and is known for his skills with diplomacy and leadership. He doesn't lead to benefit himself, but to serve his people and especially his crew.
His nemesis for life is an ice na'vi pirate. He spends his old, last days in a bitter hunt of his nemesis, until his worn-out body succumbs into the ocean for the last time.
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Keyuk is the Olo'Eyktan of one of the many ice na'vi tribes. The era of his leadership has been a stable and quiet one. While a part of his humour is making a serious face to trick people, he's actually more known for his easygoing and humble personality. He knows his responsibilities, but has a pretty egalitarian approach to his social life. He breaks some of the traditions of his people by dressing like an average member of his society. He's never been a fan of trying to act like more than you are, - he's all bite and with none of the bark! This makes him well-respected and liked among his people.
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The two main types of arctic na'vi:
(Left) Those of the land, - descenants of forest na'vi similiar to the Omaticaya, but with adaptations to cold, long winters. Most of their body is covered in fur.
(Right) Those of the waters, - arctic cousins to reef na'vi like Tau'nui and Metkayina. These 'ice na'vi' are even more extremely adapted to spending time in water than reef na'vi are, having even more powerful swimming tails and upwards-facing nostrils for easily getting air between their long dives. They don't have fur, but regulate their body heat by the layers of fat under their skin, much like cetaceans on Earth. Like reef na'vi, ice na'vi also have a symbiotic relationship with a tulkun-like sapient species.
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This is an arctic viperwolf. Fur grows between their armor plates and most of the plateless regions of rheir bodies. Their shape is rounder and stubbier than that of the tropical viperwolves, for trapping more heat in their bodies.
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Arctic ikran relatives also exist, and are popular flying steeds to many snow na'vi tribes. They're covered in filamentous structures resembling little hair fans.
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"HEAVY METAL'S" LEGENDARY CHARACTER FINALLY GETS HER OWN ONGOING SERIES..."
PIC(S) INFO: Spotlight on published & textless cover art to "TAARNA" Vol. 1 #1 (of 4). January, 2018. Published by "Heavy Metal" magazine. Artwork by Alex Ross.
Resolution at 954x1467 & 790x1200.
MINI-OVERVIEW: ""Heavy Metal's" legendary character finally gets her own ongoing series courtesy of writer, Alex de Campi ("No Mercy," "Sem-iauto Magic") and artist Esau Escorza ("The Door") delivering another tale of the immortal warrior's quest to avenge injustice. Alex Ross provides two beautiful cover selections, launching this character into her greatest adventure -- Comics!"
-- HEAVY METAL magazine (official site)
Sources: https://shop.heavymetal.com/products/tarana-issue-1-cover-b & Previews World.
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pathfinderunlocked · 3 months
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Empty Heart - Minor Artifact (bastard sword)
"They who hold fast unto their convictions shall never count betrayal amongst their crimes, though all the world may call them villain. My path is unchanged; my creed, sacrosanct... this, I believe with all my black heart." - The Enemy of All to Ser Tryphaniel, exalted blademaster and paladin of the Mythril Oath Order
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This is a commissioned scaling magic weapon, designed to level up as the player does.
The original sword known as Blackheart was a legendary blade; prophets foretold that it would be wielded by the five incarnations of a great villain. Eventually all five incarnations appeared and were defeated, and the weapon was lost.
This weapon, Empty Heart, has an identical appearance to Blackheart, but is actually a shadow replica of the real relic, created as a forgery and passed off as the original. But the forgery, created with material from the plane of shadow and imbued with the blood of an elder god, was made too well. Magic items are sometimes intelligent, and this one, with the otherworldly insight of a god of curses and nightmares, understood the horrible legend of the sword it was supposed to be a facsimile of. As it sees battle, it grows in power along with its wielder, and gradually becomes more and more like the original sword. More real.
Empty Heart - Minor Artifact
Aura illusion and abjuration; CL varies (see text); Slot weapon; Type bastard sword; Size Large; Weight 48 lbs
DESCRIPTION
At first, this replica of the legendary weapon Blackheart functions simply as a Large-sized +2 bastard sword, except that a Medium-sized or Small-sized creature can wield it without penalty, as if it were sized appropriately for them. Creatures smaller than Small take a penalty on wielding Empty Heart as if it were a Small-sized weapon. This allows a Medium-sized or Small-sized creature that lacks proficiency with bastard swords to wield Empty Heart two-handed as if it were a longsword.
If Empty Heart is wielded by a lawful character, it instead functions as a broken non-magical bastard sword.
Initially, Empty Heart has a caster level of 11th, but every time it gains a rank of power (see below), its caster level increases by 1.
Although Empty Heart cannot communicate, and does not have its own will like a truly intelligent magic item, it has a limited ability to perceive its surroundings and learn from them. As it experiences battle, it understands more about the legend of Blackheart that it was forged to replicate, about how to achieve that legend, and about what power, combat, myths, and greatness truly mean. As long as Empty Heart remains in the possession of a mythic non-lawful creature while that creature fights and adventures, Empty Heart gains 1 rank of power for every 2 experience levels earned by its holder, as long as its holder's new level after leveling up is at least equal to twice Empty Heart's rank.
As Empty Heart gains ranks of power, it gains the following properties. Each rank replaces the properties of earlier ranks; they do not stack.
1 rank — When Empty Heart damages a creature, that creature must succeed on a DC 18 Will save against an illusion [shadow] effect or take 1d3 points of Wisdom damage. A given creature can only be subjected to this effect once per day, regardless of whether it succeeds on the save or not.
2 ranks — When Empty Heart damages a creature, that creature must succeed on a DC 22 Will save against an illusion [shadow] effect or take 1d3 points of Wisdom damage. A given creature can only be subjected to this effect once per day, regardless of whether it succeeds on the save or not.
3 ranks — When Empty Heart damages a creature, that creature must succeed on a DC 22 Will save against an illusion [shadow] effect or take 1d3 points of Wisdom damage and be unable to cast spells, spell-like abilities, or psionic abilities for 1 round. A given creature can only be subjected to this effect once per day, regardless of whether it succeeds on the save or not.
4 ranks — Empty Heart's enhancement bonus is now +3. When Empty Heart damages a creature, that creature must succeed on a DC 24 Will save against an illusion [shadow] effect or take 1d3 points of Wisdom damage and be unable to cast spells, spell-like abilities, or psionic abilities for 1 round. A given creature can only be subjected to this effect once per day, regardless of whether it succeeds on the save or not.
5 ranks — Empty Heart's enhancement bonus is now +3. When Empty Heart damages a creature, that creature must succeed on a DC 24 Will save against an illusion [shadow] effect or take 1d3 points of Wisdom damage and be unable to cast spells, spell-like abilities, or psionic abilities for 1 round. A given creature can only be subjected to this effect once per day, regardless of whether it succeeds on the save or not. If the target fails its save, for the next 24 hours, any time the target attempts to cast a spell, spell-like ability, or psionic ability, it takes 2d6 damage and must make a concentration check (DC 10 + damage dealt + spell level) to successfully cast the spell.
6 ranks — Empty Heart's enhancement bonus is now +3. When Empty Heart damages a creature, that creature must succeed on a DC 26 Will save against an illusion [shadow] effect or take 1d3 points of Wisdom damage and 1 point of Wisdom bleed, and be unable to cast spells, spell-like abilities, or psionic abilities for 1 round. A given creature can only be subjected to this effect once per day, regardless of whether it succeeds on the save or not. If the target fails its save, for the next 24 hours, any time the target attempts to cast a spell, spell-like ability, or psionic ability, it takes 2d6 damage and must make a concentration check (DC 10 + damage dealt + spell level) to successfully cast the spell.
7 ranks — Empty Heart's enhancement bonus is now +3, and increases to +5 against a target that has cast a spell, spell-like ability, or psionic ability in the last round. When Empty Heart damages a creature, that creature must succeed on a DC 26 Will save against an illusion [shadow] effect or take 1d3 points of Wisdom damage and 1 point of Wisdom bleed, and be unable to cast spells, spell-like abilities, or psionic abilities for 1 round. A given creature can only be subjected to this effect once per day, regardless of whether it succeeds on the save or not. If the target fails its save, for the next 24 hours, any time the target attempts to cast a spell, spell-like ability, or psionic ability, it takes 3d6 damage and must make a concentration check (DC 10 + damage dealt + spell level) to successfully cast the spell.
8 ranks — Empty Heart's enhancement bonus is now +3, and increases to +5 against a target that has cast a spell, spell-like ability, or psionic ability in the last round. When Empty Heart damages a creature, that creature must succeed on a DC 28 Will save against an illusion [shadow] effect or take 1d6 points of Wisdom damage and 2 points of Wisdom bleed, and be unable to cast spells, spell-like abilities, or psionic abilities for 1 round. A given creature can only be subjected to this effect once per day, regardless of whether it succeeds on the save or not. If the target fails its save, for the next 24 hours, any time the target attempts to cast a spell, spell-like ability, or psionic ability, it takes 3d6 damage and must make a concentration check (DC 10 + damage dealt + spell level) to successfully cast the spell.
9 ranks — Empty Heart loses its illusion aura and becomes Blackheart. Any creature wielding it gains proficiency with it. Blackheart's enhancement bonus is now +5, and increases to +7 against a target that has cast a spell, spell-like ability, or psionic ability in the last round. When Blackheart damages a creature, that creature takes 1d6 points of Wisdom damage and 2 point of Wisdom bleed, and is unable to cast spells, spell-like abilities, or psionic abilities for 1 round. For the next 24 hours, any time the target attempts to cast a spell, spell-like ability, or psionic ability, it takes 4d6 damage and must make a concentration check (DC 10 + damage dealt + spell level) to successfully cast the spell. A given creature can only be subjected to this effect once per day.
DESTRUCTION
Sunder Empty Heart with the original Blackheart, or by the hand of its original wielder.
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