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  #51  
Old 05-05-2013, 01:38 PM
Xarthat Xarthat is offline

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Originally Posted by Kir the Wizard View Post
Didn't stop Rich.
That one strip appearance was probably covered under parody. And even then, in the print book it's got renamed. I stick with Faceless Ones for Ilithid analogies.
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  #52  
Old 05-06-2013, 12:53 PM
Xarthat Xarthat is offline

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Originally, I put girallons and gorgons together because at the time the idea for gorgon was them being natural creature, from the South Seas. However, as it was oddly fitting on small islands (being a plains creature), it got turned into a demonic creature. But it still shares the post with girallons.

Tomorrow expect what should have been called a gorgon, but isn't, because somehow naming a whole species after one Medusa was a good idea. *grumble grumble*

GIRALLONS

Girallons are dangerous four-armed creatures which have been spotted on numerous South Sea Isles. These magical apes are large and dangerous in melee but do not possess any particularly outstanding magical qualities. However even without them, girallons are truly formidable opponent, as they combine intelligence and aggresiveness of a great ape with a mass of an elephant. Being natural jungle hunters, girallons often hide between the trees, waiting for their enemies to pass by, at which point they jump out of hiding and tear the victim to pieces. Being large omnivores, they require enormous amount of sustenance.

Interestingly enough, almost all of them appear to have a white fur and very little phenotypical variance, suggesting they all share a fairly recent common ancestor. Indeed, some stories told by the South Sea peoples speak of an ancient tribe of Azotha which came to dwell in the islands before the ancestors of their current inhabitants came. This tribe is said to have been irreedemably evil and destructive and when another, now forgotten, empire threatened their existence, they prayed to ancient, dark powers beneath the oceans of Azeroth. Those powers transformed them into the first girallons.

The legend doesn't explain how girallons turned completely feral but rumors abound about a breed of girallons who wear clothes and bear weapons, and are also capable of speaking Common. This rare breed is said to be centered around a small, remote island from which they weave further plans of reclaiming their lost glory. Many believe these intelligent girallons are only a myth, and numerous times adventurers seeking them have been led astray by an enterprising goblin "guide".

NOTABLE INDIVIDUALS:
Kong: When the Bilgewater Cartel originally crashed on the Lost Isles, they somehow avoided meeting the true power on the island. After Volcanoth has been slain, the remaining Pygmies turned to worshiping their other great patron, a truly enormous girallon, Kong. Showing some shreds of sapience, this great ape occasionally spares offerings left for him by the Pygmies, only to use them for personal entertainment.
Valak'chul: Self proclaimed king of the High Girallons, Valak'chul is a distant descendant of the high priest who once transformed his tribe of Azotha into girallons. This creature is cunning, cruel, enormously strong and absolutely remorseless. If adventurers ever find their way to the true lair of the High Girallons, they will have to face their leader, Valak'chul, in combat.

AS HUNTER PETS:
Non-humanoid girallons can be tamed by hunters as Gorillas.

GORGONS

When the Burning Legion attacked one of the more primitive worlds ordered by the Titans, they discovered among the nearly uninhabited plains a breed of particularly ferocious, carnivorous cattle. The mo'arg engineers took a particular liking to them and decided to bring them back to the Twisting Nether and slightly "enhance" them. The enhancement in question took form of feeding them fel-tainted meat and then enclosing the creature in a tight, but fitting felsteel plating. The resulting creature became a true juggernaut of demonic power, unleashed on foes of the Mo'arg race.

Whenever a greater number of Mo'arg has been a part of a demonic invasion since, the gorgons were unleashed on the planet in question to rampage through the countryside in their anguish and disorientation, which only strengthenes their natural aggression. The same fate has befallen Azeroth during the most recent invasion, which caused a severe disturbance in local ecosystems. To this day, not all gorgons have been wiped out. Some have even started breeding, and the calves curiously enough inherited the parent's plating.

Much more gorgons have been discovered in the Twisting Nether around the Mo'arg encampments. Those demonic tinkers breed the creatures in large numbers and feed them the flesh of both mortal victims as well as other demons who fail their masters. The continuous fel infusions have caused some gorgons to develop a breath weapon capable of turning its victims to stone. Combined with all their other strengths, it made those creatures a truly formidable enemy even for the most seasoned veterans.

NOTABLE POWERS:
Stone Breath: Gorgon exhales a fel-green mist capable of turning its enemies into stone, which works like a basilisk's stone gaze.

AS HUNTER PETS:
Gorgons are tamable as exotic pets which belong to their own family. Gorgons are Tenacity pets by default.
Stone Breath: As basilisk's stone gaze.
Horn Toss: Gorgon punts the target, knocking them back.
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  #53  
Old 05-06-2013, 01:22 PM
Kir the Wizard Kir the Wizard is offline

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I agree that... um, Greek Naga should have been called Gorgons (Medusa was only one sister). I remember the same shtick in HOMM3 - why are the Gorgons suddenly some sort of fire-breathing dino bulls?
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  #54  
Old 05-07-2013, 12:22 PM
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Once again I tried something I didn't try yet. This time I tried describing the Medusas as a potential PC race, structuring the description into a post-factum relation of their starting zone. I don't know if I should try that again, but I'll see about the reception it receives.

And tomorrow I'll be returning to Draenor.

MEDUSAS

When the Cataclysm struck, Kul Tiras suffered greatly. The entire nation and archipelago was shifted further out to sea. Many smaller islands were outright destroyed, burning in a molten slab, and on the bigger ones yawning chasms opened, spewing hot lava and ruining the kingdom. King Tandred Proudmoore organised every relief effort he could muster, trying to save what remained from his realm, but the worst was yet to come. A week after the Cataclysm, a force of Nagas struck the nation, destroying those coastal villages that escaped the elemental destruction. Boralus itself was hit with a strike force, but defended itself.

As time passed, both threats seemed to calm down and Tandred started believing the long-awaited peace is finally coming. Then another force of Naga attacked, this time with a full invasion force. Desperate, Tandred pulled his fleet and military from all over the world and initiated a massive conscription effort. After weeks of destruction, starvation and poverty, most people denied and tried escaping towards mainland, but became lost due to the geological misplacement. A small group of dedicated heroes assisted in defending the main island and pushed the tides of terror back.

Unfortunately, the heroes quickly discovered the Naga only pulled back because they had a backup plan. A naga sorceress was casting a ritual which would have reshaped the people of Kul Tiras into more Naga, and enslaved their minds to help Azshara. The champion of Kul Tiras was sent to help Tandred break through the Naga forces and stop the ritual. Although they were succesfull in preventing the metamorphosis, they themselves were reshaped into a half-Naga form, quickly termed "Medusa" after one of the ancient names for naga.

Blessed with a limited water breathing and other powers of a Naga, that champion was well suited to adventuring across the ravaged kingdom and helping it rebuilt. However as Naga learned from champion's transformation, they used that variant on multiple captured citizens of Kul Tiras, quickly creating a whole army of Medusas to use against Kul Tiras. Only when the champion slain the naga priestess that orchestrated the invasion, had those people been freed from the charm, but still twisted into their half-naga form. Thus, the Medusa population of Kul Tiras came to be.

With the Naga gone, Tandred Proudmoore contacted the Alliance for help in rebuilding his kingdom. Although Stormwind was apprehensive about welcoming a kingdom of half-Naga to the Alliance, Kul Tiras's old reputation quickly allowed it to re-forge their bonds. Already known for powerful navy and a long history of sea combat, their new transformation has only helped Kul Tiras. Now a truly fierce opponent at seas who could fight above and under water with equal ferocity, the last human kingdom joined their allies in shaping destiny of Azeroth.

RACIAL POWERS:
Water breathing: Medusas can breathe water for longer than most other races.
Petrifying Gaze: Turns target to stone, stunning it for a few seconds.

NOTABLE INDIVIDUALS:
Tandred Proudmoore: Son of Admiral Daelin Proudmoore, Tandred was a proud patriot of Kul Tiras, believing its superior navy can save it from any malady that will destroy their land counterparts. However as the Cataclysm torn his nation apart and Naga schemes transformed him and many of his people into a "monster", his pride has waned. After defeating the Naga, he had found a new pride in his new form, determined to strike fear into enemies of the Alliance.
Nadia Remington: This sorceress was one of the more powerful mages of Dalaran. When the Scourge struck that city, she quickly evacuated, fleeing towards her homeland, Kul Tiras. She spent the few years since as a royal advisor and attempted to discourage Daelin Proudmoore from pursuing his daughter. When the Naga attacked, she was one of the first hostages, turned into a Medusa and used as a slave until the champion of Kul Tiras beaten her and thus freed her mind. She now once again serves Tandred Proudmoore.
Captain Jonathan Patterson: Once a cunning naval commander of the Kul Tiras fleet, the medusa transformation has affected Jonathan Patterson negatively. His mind dulled by becoming more akin to a Naga Myrmidon, his tactics quickly degenerated. His friends and allies worry if his brute strength attacks will not soon cause his demise, whether against the Naga, the Horde or any other enemy the Alliance will be facing.
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  #55  
Old 05-08-2013, 11:34 AM
Xarthat Xarthat is offline

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I think after today Creature Conversion Pit will possibly take a break. I wanted to flesh out another idea I had, and in light of certain recent developer responses, I thought I should try to get this idea out to them. Maybe I can even teach them a thing or two that seemed to just not occur to them.

Anyway, for now, the creepy but misunderstood wayangs. Another pathfinder import. I do like some of the things they've done lore-wise with Golarion, have I mentioned that yet?

WAYANGS

Wayangs are gaunt, deformed humanoid that once hailed from southern Draenor. While most of them called the now lost zone of Ork'amon Waste their home, some settlements were spread around Behemoth Jungle and even Darksworn Weald. Their skin bleached into an unnatural white and tatooed with a black ink into eerie patterns, their very appearance caused terror and revulsion among many other humanoids. Their habits and culture were horrifying to many cultures as well - they idolised entropy and void and as a perfect state of non-being and hated life and light. Despite that, they were not evil creatures, simply ones preferring the night and darkness.

Wayangs were misunderstood and despised by most other races. Orcs were revolted by their appearance, arakkoa had an unexplained, deep-seated prejudice against them, and even draenei were guilty of hate crimes against wayangs due to their hatred of light. Their true origins and reasons for their shape and culture remain unknown, while some - who believe that orcs are Draenor's earthen - speculated they are the trogg to orc's dwarf. They never went too far from their native jungles - partially due to the prejudice, partially due to the brightness of other zones; but a small group was discovered on Uldarin Island.

The group spotted on Uldarin was, unlike most wayang, definitely evil. Together with the local arakkoa and kenku, they worshipped the ancient evil buried beneath Uldarin's tower. While arakkoa claimed that power was Rukhmar, their creator, the wayangs didn't give it a name, making it a simply nameless power of primordial entropy capable of plunging the whole universe into the darkness all wayangs secretely crave for. One of those wayangs is even credited with inspiring the Twilight's Hammer clan's name and creed.

When the orcish horde was formed, Blackhand of the Blackrock Clan had a particular hatred of wayangs. Even though some warlocks wanted to ally themselves with them, Blackhand ordered to slaughter every single one of them. The Highwatchers, Stonehides, and Blackrocks crossed the jungles far and wide, killing all wayangs they could meet, as well as destroying their greatest cities in Ork'amon. When the Whiteclaw Clan, who long had been on edge regarding the Horde, protested and defended local wayangs, they were destroyed as well. In the end, some wayangs hid in deep caves and darkest recesses of their jungles, escaping the genocide, but they're believed to be ultimately extinct after Draenor exploded and their homelands did not remain as part of the Outland.

NOTABLE POWERS:
Light and Dark: Occasionally, wayangs can shift into a shadowy state of existence in which they are hurt by positive energy (like healing magic) and are healed by shadow damage.

NOTABLE INDIVIDUALS:
Shawarto Daratas: This evil wayang is credited to have once united inhabitants of Uldarin Island against the outside world. Although his joint wayang-arakkoa-kenku army did not succeed in conquering sizable parts of any land, it temporarily united draenei, orcs, ogres and Skettis against this new threat. Shawarto ultimately escaped the dissolution of his force and travelled west, with the intention of joining the Krama. However, he was captured by an orcish clan. That clan soon adopted his nihilistic teachings and renamed themselves Twilight's Hammer.
Eclis Wahmisti: This old crone has led an effort meant to end the prejudice against wayangs. She shortly united the three main wayang tribes of Ork'amon and led a small, diplomatic group to settlements of other races. Her efforts were recognised by many of the local leaders and the tribal kings were supposed to be invited to future diplomatic events. However, a kenku assassin killed her in her sleep while in Terokkar and her Wayang Front quickly dissolved. Soon thereafter, Talgath found Draenor and the rise of the Horde stopped any further recognition of the wayang people.
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Old 05-13-2013, 12:29 PM
Xarthat Xarthat is offline

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Because my Draenor map needed the explanation for one last race present on it, I present to you Vespenes, a conversion of the less-known Abeil race.

VESPENES

Vespenes were aggressive, hornet-like creatures that lived to the west of the known lands of Draenor. Resembling a hornet with humanoid arms and an orc-like face, these creatures were feared by most natives of Draenor, partly due to their not-quite-humanoid appearance, and partly due to their ferocity. However it should be kept in mind the Vespenes were not evil or innately hostile to outsiders - they were simply fiercely territorial. Whenever out of their own territories, they would be shy and reclusive, fearing for their own life, as they would expect the other humanoids to be as territorial as them.

Vespenes had a highly structured and disciplined society. There were four main castes: Queens who ruled the particular hives, Soldiers who protect the hives with their physical might, Seers who were authorised to use magic (divine or arcane) and finally Vassals who did the menial labors. They were born into their castes and there were no ways out of them, whether by coupling or earning a "promotion". Most Vespenes never protested this arrangement, as it was highly ingrained in their upbringing.

To procreate, a Vespene had to have his Queen's permission. Once the act was done, the eggs were layed in a collective care where a specialised group of Vassals took care of the eggs and the young once they hatched. The larval Vespenes were carefully fed nectars whose nutritiousness depended on hatchling's caste. When the Vespene grew up large enough to take up a weapon or a tool, he was assigned his new duties, which usually lasted a lifetime. (Which, admittedly, was not a terribly long time - most Vassals had a lifespan of only 30 years, while Soldiers lived to 50, only Queens could live beyond 100)

One thing of note about the Vespenes was their fixation with a gas named after them. A land purported to be their homeland, the Vespene Morass, was a region of wetlands dotted by geysers regularly producing a powerful substance from deep beneath the ground. The Vespenes harvested this gas and carried it back to their hives to power their technology and increase magical aptitude of Seers and Queens. Anyone who'd disturb extraction or transport of the gas was promptly attacked.

Vespenes lived in elaborate hives, built around huge trees of the Vespene Morass. A hive was constructed when a young Queen came of age and was expelled from her mother's hive. The Vassals and Soldiers she was allowed to keep would then create an elaborate structure from bark, stone and metal which encompassed the whole tree. Afterwards, the new Queen's subordinates would drill through the tree, creating a living space for all of the hive's workers and quickly patch up the windows in the structure with honey. When a queen died without an offspring of the right age (old enough to rule, not old enough to be expelled), a hive was abandoned and decayed into a marvel of abandoned construction. However, the most powerful hives of the Morass were said to have never been abandoned for thousands of years.

Ultimate fate of the Vespenes is said to have been tragic. Their land was never subjected to Horde's expansion, despite an ill-fated attempt by Blackhand's fleet in the early years - the fleet was sunk by a storm before it could reach the peninsula, and Blackhand nor any other Warchief ever tried again. When Ner'zhul opened his portals and the land was torn apart, the Vespene Morass was either obliterated in the resulting netherstorm, or drifted in the Nether to an unknown location, possibly being soon overcame with demons and aberrations of the Nether.

NOTABLE POWERS:
Sting: Vespenes can use their sting to secrete a dangerous poison. They can either apply it directly by sting, or use it to coat their weapons and arrows. A Vespene can produce daily enough poison to coat one weapon for about 12 hours, or to coat 100 arrows with it.

NOTABLE INDIVIDUALS:
Karizz LXVII: Purportedly the 67th direct queen of the Karizz hive, this Vespene was one of the most powerful individual of her time and place. Ruling at the time of rise of the Horde, Karizz was supposedly very cunning and a powerful sorceress. When the Fel magic seeped through the land by the time the Alliance Expedition got to Draenor, Karizz fell sick and died before she could foster the 68th queen to maturity. Karizz Hive was promptly abandoned to despair of many Vespenes and even outsiders who admired its tenacity.
Izzir IV: Third descendant of original Izzir who led a force into the barely hospitable Forbithan, Izzir was said to have all the confidence and strategic planning skills of her namesake antecendant. Izzir carefully extracted the only sources of the gas in Forbithan, all while avoiding conflict with the Stonespire ogres. When messengers from the Horde reached Stonespire ogres, those giant creatures amassed on Izzir Hive and destroyed it with extreme prejudice, just to leave ruins behind when they leave for Azeroth. Izzir IV was purportedly slain that day.
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Old 05-26-2013, 02:50 AM
Kir the Wizard Kir the Wizard is offline

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WAYANGS definitely look liked a miscarried Titanic seed-race.

How do you feel about adding something like... Yogg Saron-specific kind of undead like this or maybe this?
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  #58  
Old 05-26-2013, 03:58 AM
Xarthat Xarthat is offline

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Quote:
Originally Posted by Kir the Wizard View Post
WAYANGS definitely look liked a miscarried Titanic seed-race.

How do you feel about adding something like... Yogg Saron-specific kind of undead like this or maybe this?
Bodaks and Nightwalkers are already up as Nightmare-related creatures. Unless you mean you think they should be that instead of my version.
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Old 06-01-2013, 08:31 AM
Xarthat Xarthat is offline

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Surprise update. Yesterday, I had an idea of how to make one of the D&D classics, Githzerai (with a bit of Githyanki) fit Warcraft universe. They remain similar in appearance, and faithful enough in spirit.

CORPOREALS

Not all inhabitants of K'aresh turned into Ethereals when the ritual that transformed them was completed. Many died from the sudden influx of arcane energies and catastrophes caused by the land, tearing itself apart. And then, some of the K'areshi neither died nor turned into energy beings. Some of them built up a natural resistance to arcane energy and withstood the wasting effects of the arcane wind for a time. When even they could not survive unchanged, their bodies were changed and warped into barely resembling their former selves. While they kept their general shape, their faces no longer looked recognisable and even slightest physical effort tired them greatly. Then, K'aresh started breaking apart and the survivors had to escape.

All survivors of K'aresh's catastrophical demise were thoroughly distressed by the changes that occured to them. While most Ethereals embraces their change and tried to adapt to a life of an energy cloud, the ones who still had a (dysfunctional) body were unhappy. Soon, they banded together and used the unnatural properties of the Twisting Nether to hone their bodies and train themselves, preparing to the new conditions. A leader appeared among them, called Gish, who held a grudge against the Ethereals for the transformations. Suspecting them to be culprits of calling the Void to K'aresh as well, he encouraged many of the "Corporeals" to shun their now-ethereal brethren.

Haramad tried to negotiate with this newly formed faction and race and to better facilitate those negotiations, he decided the Ethereals must appear less "inhuman". His Consortium developed a special magical bandage which wraps around an Ethereal and binds it inside, giving it an illusion of a humanoid form. In this new shape, Haramad and his messengers appeared to Gish and tried to talk their differences out. Although Haramad was ready for many concessions, Gish kept pushing further and further until then-Lieutenant Zovax lashed out in anger and torn apart Gish's body with a single spell. Furious at their leader's death and disgusted by the way of his demise, the Corporeals attacked the Ethereal mission, killing almost all of them. Only Haramad and Zovax escaped. Soon Zovax was expelled from the Consortium for his crime, but Salhadaar's Ethereum gladly admitted him, facilitating further splintering of K'areshi society.

While the Ethereum and Consortium started fighting each other over the disagreements, the Corporeals evacuated to further reaches of the Twisting Nether. There they looked for dead husks of slain Titans and fragments of other worlds destroyed by the Burning Legion, settling on those small homes and establishing their monasteries. Corporeals decided to start a monastic lifestyle, because only the rigid discipline and martial aptitude of a monk could train their new bodies to remain functional. Due to the way they parted, Corporeals hate the Ethereals and are taught that hate from the earliest childhood. Young Corporeals are taught Ethereals are little better than the demons and the Void, and so is anyone who allies with them. They do not negotiate with outsiders - they kill on sight (or flee) anyone who isn't one of them.

NOTABLE INDIVIDUALS:
Gish: Gish was once a simple laborer on K'aresh. When the Transfiguration wasted his body and turned him into a weak husk of his former self, he sought spiritual treatment. He medidated for a long time and practiced simple martial arts, thus reaching a conclusion that the Ethereals are to blame for everything that happened to K'aresh. After preaching to the Corporeals and gathering a group of followers, he intentionally aggravated the Ethereal messengers, until he died as a martyr. Some believe the spirit of Gish lives on in all Corporeal monks, who follow his teachings.
Yahdra: Yahdra is the current leader of Corporeals. Residing in a monstery located on a piece of rock that is rumored to have once been part of K'aresh's northern continent, she leads and organises the raids against the Void, the Burning Legion and the Ethereals. Like most Priors before her, Yahdra believes Ethereals are evil creatures, warped by their transformation, and must all be destroyed if K'aresh is to live again.
Elhandar: A school of thought among the Corporeals believes that nothing can restore K'aresh and whatever remains of it, must be left to rot. Elhandar leads that school and teaches that K'aresh lives on in them. He also attempts to open the Corporeal society at least slightly, but due to severe resistance from Yahdra and her supporters, he is forced to fight against the outsiders - albeit he is looking for a way out.
Rivanjar: Not all Corporeals are cut out for the rigorous training they receive from early childhood. Some of them, like Rivanjar, grow up with a severe animosity to their discipline which seeps into their very being and blackens their hearts. Most of those are found out quickly enough and terminated before they can become a threat, but Rivanjar was strong enough to not only hide his fel taint, but also to finish his hated training to become a Master of Fighting Arts. Rivanjar departed, creating his own fel-tainted school, with a single objective - to destroy Yahdra's people who took away his childhood.
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Old 06-05-2013, 02:26 PM
Kir the Wizard Kir the Wizard is offline

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Quote:
Originally Posted by Xarthat View Post
Bodaks and Nightwalkers are already up as Nightmare-related creatures. Unless you mean you think they should be that instead of my version.
Well, they were specifically designed as undead, so I thought...
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Old 06-06-2013, 11:01 AM
Xarthat Xarthat is offline

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Quote:
Originally Posted by Kir the Wizard View Post
Well, they were specifically designed as undead, so I thought...
Their creature type is "undead", it's just that they are created from spirits of evil druids and their victims.
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Old 06-06-2013, 09:49 PM
Amaile Amaile is offline

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I like your corporeals idea. They have a fantastic WoW vibe.

The Syrinx are cool as well. I like to ruminate on the possibilities of different humanoid variations, often looking up inspiration from D&D sources, but I have never before come across an owl humanoid before, which both surprises and impresses me.

From an illustrator's perspective, the rakshasas always bother me. I can't remember if the reversed hands were from the race's Hindu origins, or if it was originally D&D, but either way, the concept hurts my brain

Fabulous work overall, though.

Last edited by Amaile; 06-06-2013 at 10:14 PM..
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  #63  
Old 06-07-2013, 04:33 AM
Xarthat Xarthat is offline

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Quote:
Originally Posted by Amaile View Post
From an illustrator's perspective, the rakshasas always bother me. I can't remember if the reversed hands were from the race's Hindu origins, or if it was originally D&D, but either way, the concept hurts my brain
I think it's D&D, basing it in some misremembered or unclear line from an ancient Hindu epic. Most of the time, Hindu mythology doesn't mention that fact, but all it could take to make it canon there would be a single line in Mahabharata or somewhere else.
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