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Similar Deviations
Chastity Pandemonium

Fantasy crossbreed gen
The confused, bitter female half-Nightmare druid. She has a graceful build. Her wardrobe is strange. She appears far more non-human than human.

Deity gen
This immature god of woodlands takes the form of a young man. He is very short and has a wide-chested build. His large eyes are turquoise. He has aquamarine skin. His outfit is that of a druid, is covered in vine designs, and it is mostly ebony in color. He also wears an armband. He carries a bow.

Magic item gen (clothing/jewlery)
Kingly Glimmering Tiara of Sadism Circle
Unspeakable Gothic Suit
Belt of the Dreamer
Shoes of Fire and Insanity

Outer plane gen
Fields of the Foolish

Dark ritual gen
Dreaming God's Conjuration of Pain

***

He thought it was a good idea at the time. He was a god, why not? Take a nap in this odd dimension he’d disovered. He was tired! His large turquoise eyes drooped shut, they were only just darker than his aquamarine colored skin. His chin rested on his wide, ebony and green leather-clad chest. His bow would not be stolen, there was no one around, right? He fell to sleep and he dreamt.

She thought it was a good idea at the time. After all, a Nightmare’s business in the Fields of the Foolish was to investigate any and all activity. Who would be stupid enough to sleep here? Well, apparently there was one. His shape was that of a god, obviously, it glowed dimly and said volumes about his power – the man-shaped lump below a tree was hardly his “true” shape after all.

He was dreaming something completely inappropriate, too. The mare gave off a hissing sound, it was more her flaming hooves touching the ground, than anything else. The god did not wake, but his mind did seek out hers, and the resulting shocking behavior on both their parts would be written about for generations.

When the result of their extremely unusual joining was born, her mother named her Pandemonium, and offered her gifts that would help her in the worlds which she would travel. Her father dubbed her Chastity, for he was a believer in the importance of names.

It was her mother’s choice to offer her golden shoes for her hooves, but when one pair went on they gripped tightly and sprang terrible nails into the quick. The ones upon her forefeet were warm, causing sparks and flame to erupt if she was in too-dry litter.

Her father gave her a tiara, not knowing what it would do – little had he known it was probably this item that had attracted his Nightmare mate in the first place, a kingly glimmering Tiara of Sadism would crown her head and cause many to enjoy things they might not otherwise.

From her mother, a twisted compliment to the Tiara upon her head: the Belt of the Dreamer, hooked soundly around the clothing gifted to her by her father.

All these things put together, made Chastity a bit nervous. After all, she wasn’t a true centaur – those creatures would certainly respect her, but never accept her because of her nightmarish wings; and she wasn’t a god nor a true mortal – she drifted between those states, aware of dimensions and how they affected her; and she certainly wasn’t a true nightmare either what with the having a humanoid torso and hands and all.

In short, she was confused. And angry – her parents grew her to a young adult age, and then dropped all this garbage on her, and said pretty much “have fun,” and went their separate ways. She has not seen nor heard from them in years. Much of her remains bitter, and she’s glad that she hasn’t had the chance to meet up with them again. If she did, they’d be getting an earfull.

Chastity did know that she was quite good with nature. She tended to sulk around in the spookier parts of it: ruins, marshes with willowisps, old overgrown cemetaries. But she did know her way around the woods, she could make trees grow and plants flower, or wither, and she also enjoyed invading mortal man’s dreams with her tiara and her belt making it easy.

Background :iconmaureenolder:
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This is an entry for the latest random generator contest over at Seventh Sanctum. This time the theme is Bishies Versus Kitties!

The description, from the Catgirl Generator, was:
"This aloof catgirl has large, green eyes. She has short, straight, yellow hair worn in a feminine style. Her skin is tan, with yellow fur on her ears and tail. She has a very feminine build. Her tufted ears are wide-set. Her fashion preferences are best described as "schoolmarm." You can tell she doesn't want anything to do with you - and probably not with anyone else."

This one was a lot of fun to do! The catgirl generator is good for all sorts of sexy catgirls in tight, revealing leotards (I got that one a few times) and other sexy attires, as well as flighty, flirty, fickle personalities... typical catgirls, you know! So when this description popped up, I had to do it :D

Of course I still wanted to draw her hot, but obviously not in a scantily-clad way. As I was sketching, I drew her sort of shooing away the viewer - and I fell in love with that hand. It's so... DISMISSIVE :XD: She's all "Shoo! Move along, now." as if you were some school kid ):

Haha! And her yellowness inspired the name Saffron.

Edit: I added a detail shot of her face.
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My entry for the Seventh Sanctum "Fantasy Fusions" contest. The object was to take a description from the Fantasy Crossbreed Generator and create a character based on one of the results.

The description I generated reads as follows:
"The educated female half-Werewolf witch-hunter. Her wardrobe is revealing. She appears as an 'humanized' version of her non-human parent, but it is an attractive, not monstrous appearance."

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If not for a twist of fate, Lupine Napellus would likely have been hunted down and slain like the other Children of the Night she now relentlessly pursues. Her mother was cursed with lycanthropy while Lupine was still in the womb, and was killed by a group of Inquisitors shortly after Lupine was born. They would have killed her too, but just in time their leader, Father Bish Napellus, realized that there was something unusual about the newborn creature, and took her for study.

It seemed that somehow, instead of being cursed as well, Lupine (as he named the child) had for some reason become something in between a werewolf and a human. She could neither shapeshift nor could she pass on lycanthropy, instead combining a portion of the beast's physical prowess with the mental faculties of a human. As she grew older, Napellus formally adopted the unusual child and began tutoring her, giving her a thorough education in a broad range of subjects in order to see where her interests lay. Perhaps not surprisingly, she eventually settled on the path of the Inquisitor, putting her urge to hunt to good use.

Since then, she has gained a reputation as an efficient, ruthless, and cunning witch hunter. She has a preternatural knack for ferreting out foes that escape others, earning her respect and fear amongst the populace. Her distinctive appearance and flamboyant mode of dress make her instantly recognizable to anyone. She and her custom-built pistol, Condemnation, have brought down everything from hag covens, vampire enclaves, demon infiltrations, zombie plagues, and even werewolf packs, with a zeal born of true dedication to her cause and a willingness to do whatever it takes to get the job done.

Lupine more or less revels in being 'different', considering it a point of pride. She enjoys intimidating others but also being alluring; she is a bit of a tease in more relaxed, social situations. She has an undeniable flair for the theatrical, both in her fluid combat moves and her behavior. Those who earn her trust find her to be a faithful and reliable companion, but a frustrating one as she enjoys keeping a veil of mystery about her and what conclusions her clues are leading her to. When on the chase, she has an almost predatory manner, not allowing anything to distract her from her ultimate goal, and is very ruthless at extracting confessions or other information from her targets.

And no, despite rumors to the contrary, she has never eaten a suspect.

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Extra Special Bonus:
Pathfinder RPG stats!

Lupine would probably make a good mid-level NPC ally or a Hero Antagonist to act as a foil to the players. Given that I haven't actually playtested her character build and only did this as an experiment, however, I'm not sure how she will fare in an actual game. Use at your own risk!

Inquisitor Lupine Napellus CR 12

XP 19,200
Female Half-Werewolf Inquisitor 10
LN Medium monstrous humanoid
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +15

DEFENSE
AC: 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2 natural)
hp: 86 (2d10+10d8+36)
Fort +10, Ref +8, Will +13

OFFENSE
Speed: 50 ft.
Melee: bite +9/+4 (1d6 plus trip), +3 returning silver dagger +16/+11 (1d4+3, 19-20)
Ranged: dual-barreled pistol 'Condemnation' +16/+11 (1d8+5, x4, 20ft., Misfire 1 (5ft.), Capacity 2) or +3 returning silver dagger +16 (1d4+3, 19-20)
Special Attacks:
Bane (10 rounds/day), Judgement 4/day, Second Judgement
Spell-Like Abilities:
At Will - clairvoyance / clairaudience (CL 10), Lore Keeper, Detect Alignment, Discern Lies (10 rounds/day)
Spells Known:
Domain: Knowledge
0 (DC 13, at will) - Brand, Detect Magic, Detect Poision, Light, Read Magic, Sift
1 (DC 14, 6/day) - Alarm, Bane, Command, Comprehend Languages, Tireless Pursuit
2 (DC 15, 5/day) - Confess, Detect Thoughts, Follow Aura, Knock, Perceive Cues
3 (DC 16, 4/day) - Blood Biography, Dispel Magic, Locate Object, Nondetection
4 (DC 17, 1/day) - Forced Repentance, Restoration

STATISTICS
Str 11 (+0), Dex 15 (+2), Con 17 (+3), Int 14 (+2), Wis 16 (+3), Cha 12 (+1)
Base Atk: +9/+4; CMB: +9; CMD: 21
Feats: Combat Casting, Lookout, Outflank, Persuasive, Quick Draw, Quick Load (dual-barreled pistol), Shielded Caster, Skill Focus (Perception), Weapon Finesse
Skills: Bluff +11, Diplomacy +13, Disguise +6, Heal +12, Intimidate +18, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +11, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +12, Knowledge (Nobility) +7, Knowledge (Planes) +16, Knowledge (Religion) +16, Perception +15, Sense Motive +22, Spellcraft +16, Stealth +12, Survival +9 (+13 scent tracking); Racial Modifiers +4 Survival when tracking by scent
SQ: Animal Blood, Monster Lore, Solo Tactics, Track, Trip, Wolf Empathy

Animal Blood (Ex): Lupine counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals. She is allowed a Will save to resist spells and effects that specifically affect animals, even if the effect does not normally allow a Will save. The DC for such a save equals 10 + the spell's level + caster's appropriate ability modifier. If the effect is not a spell, the DC is equal to 10 plus 1/2 her HD plus her Charisma modifier. Success renders Lupine immune to that particular effect for 24 hours. "Awaken animal" has no effect on her.

Bane (Su): Lupine can imbue one of her weapons (usually her pistol, Condemnation) with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while Lupine wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to Lupine’s level. These rounds do not need to be consecutive.

Detect Alignment (Sp): At will, Lupine can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Immunity to Lycanthropy (Ex): Because of her unusual nature, Lupine is immune to the curse of lycanthropy and does not risk contracting it from the bite of a lycanthrope.

Judgment (Su): Lupine can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, she receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Lupine can therefore use this ability 4 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Lupine must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When Lupine uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. Any bonuses Lupine receives from her judgments are sacred bonuses; this cannot be changed.

Destruction: Lupine is filled with divine wrath, gaining a +4 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: Lupine is surrounded by a healing light, gaining fast healing 4. This causes the inquisitor to heal 4 points of damage each round as long as she is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs Lupine to seek justice, granting a +3 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. This bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives Lupine great focus and makes her spells more potent. This benefit grants a +4 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +3 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: Lupine is protected from the vile taint of her foes, gaining a +3 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. The bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes Lupine resistant to harm, granting DR 3/chaotic. This DR increases by 1 for every five levels she possesses.

Resistance: Lupine is shielded by a flickering aura, gaining 8 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes Lupine’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. Her weapons also count as lawful for the purpose of bypassing damage reduction. Her weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Lore Keeper (Sp): Lupine can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, she gain information as if she made the appropriate Knowledge skill check with a result equal to 15 + her Inquisitor level + her Wisdom modifier.

Monster Lore (Ex): Lupine adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Second Judgment (Ex): Whenever Lupine uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Solo Tactics (Ex): All of Lupine's allies are treated as if they possessed the same teamwork feats as her for the purpose of determining whether she receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for Lupine to receive the listed bonus.

Track (Ex): Lupine adds half her level on Survival skill checks made to follow or identify tracks.

Trip (Ex): Lupine can attempt to trip her opponent as a free action without provoking an attack of opportunity if she hits with her bite attack. If the attempt fails, she is not tripped in return.

Wolf Empathy (Ex): Lupine can communicate and empathize with wolves and dire wolves. She can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.

Combat Gear: +3 cunning holy huntsman jurist dual-barreled pistol 'Condemnation', +3 silver dagger, +5 bracers of armor, pistol balls x20, silver pistol balls x10
Non-Combat Gear: candle of truth x3, ring of chameleon power

Special weapon: 'Condemnation': A special pistol custom-built and enchanted for Lupine's use. When in her hands, or in the hands of another lawful Inquisitor of her Order, it acts as a +3 dual-barreled pistol with the cunning, holy, huntsman, and jurist properties. In anyone else's hands, it acts as a masterwork dual-barreled pistol, and additionally bestows a negative level on any evil or chaotic character that attempts to use it. This negative level cannot be removed by any means, not even restoration or a similar spell, until the character relinquishes the weapon, in which case the negative level automatically disappears.
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For the Seventh Sanctum's Cross-genre contest : [link]
The requirements were to generate a multi-genre character.
Sorry for the sketchiness, I was running out of time.D: This is my first time painting on SAI like this, so please excuse the art fail.

Description:

gunslinger surgeon

This dynamic woman has round purple eyes that are like two drops of wine. Her fine, straight, black hair is neck-length and is worn in an elegant, bizarre style. She has a feminine build. Her skin is dark. She has small hands. Her wardrobe is risque and no-nonsense, with a completely blue color scheme.


Name: Circe Lovelock
Born into a family of respectable doctors, this rebellious gal took off at the age of 14 from her parents and never went back. Circe later joined a wandering surgeon gang and took up on underground surgery championships. She's called in the area the Anesthesia Ripper, known for her quick and painless removal of limbs. Her special weapons are her jumbo syringe of anesthesia and bone saw. She likes long walks along the fair grounds and takes pleasure in smelling newly printed books.

~~~~~

Ps: Those bulbous protrusions in the back are supposed to be lights in an operating room and she's stepping on the operating table.

[EDIT] I won!! *in disbelief*8DD Good job to everyone who participated in the contest, you guys were all really great and fierce competition!XD *happy dance* :cookie:
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An entry for Seventh Sanctum's Extreme Character Contest.

Name: Ghost Reaper

Generated Randomness!

The extroverted male half-Hydra spy. He appears human - yet his shadow is always that of his non-human parent's species.

The calculating warrior. His aquamarine eyes can seduce you with a glance. His stylish hair is slate-gray. He has a rather youthful face. His outfits are tight, he has a preference for brown, and he has a thing for low-riding pants and leather boots.

He seems to me like one of those crazy fantasy RPG characters. Not the hero though, Ghost is that one guy that you meet at a suspiciously helpful time in some bar who hits on your wimmenz (but you still assume he's flaming), assaults the hero with good-natured barbs and by the time he gets around to revealing his halfsy heritage the hero can't but scream at him in frustration because if he'd revealed everything just a liiiiittle while earlier it would have saved everybody a ton of trouble.

And yeah, I'm pretty well aware that with the lighting angles I used, a shadow wouldn't really show up there =P

Other entry is here.
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A entry for the Weapons and Warriors Contest over at Seventh Sanctum. [link]

Weird Name Generator:
Chief of Horror and Vision

General Character Generator:
This aloof girl has deep-set violet eyes that are like two drops of wine. Her luxurious, wavy, blue hair is worn in a style that reminds you of a porcupine's quills. She is very short and has a lithe build. Her skin is cream-colored. She has a high forehead and small feet. Her wardrobe is, artistic with a lot of white.

Weapon Generator used was Weapons:
Astropick

Erm, this is my first time actually writing/typing out character descriptions and entering a contest. ><
Ok, so Her name is Chief of Horror and Vision. Ever since she could remember, she had been seeing visions...only of things happening to her. However she could only see visions of herself in bad situations and would try to stop them from happening. Unfortunately, she could not stop them from happening. Even her friends started to drift away from her as bad things started happening to them whenever they were around her. She became withdrawn from the normal world until she wandered into shop where she bought a keychain, which is Astropick, her living weapon. However, Astropick does not really like Chief of Horror and Vision as she had used him as a ping pong ball while he was in keychain form thus ignoring most of her commands and goes berserk injuring everyone including her when in combat mode. Astropick can only go a certain distance away from Chief, as any further would require her to give up more of her blood to lengthen the chain.
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"Aha! The Ancients were more advanced than we could possibly imagine! Look at this! They put such craftsmanship into everything they made, especially their weapons. I think they're beautiful. They're art in motion! Some pierce, some slash, some burn, I even have one in here that folds space in on whatever it hits; a very painful way to die, I assure you! I want to see them all. My divinations have only revealed the tiniest fraction of them, and I've recovered but a fraction of that! If you think this collection is impressive, just you wait! It's getting better all the time!"

Lady Aurora Luther was born to Bernardo and Andromeda Luther, Margrave and Margravine of Tegonu. As she grew, her education served primarily to groom her for a position of nobility, but she was far too inquisitive to settle for that alone. As there were very few children her age about to play with, she spent long hours alone in the castle library reading up on whatever subject struck her fancy, but she soon became particularly fascinated with artifacts from the First Age. When she became twenty-one, her father granted her a portion of his land, called Aesconia, and bestowed the title of Countess upon her. Her lands were fairly unproductive, being rocky and unsuitable for agriculture, but her education had prepared her, and she was a savvy investor. When she had earned enough money to support herself, she began to seriously consider acquiring some of the First Age artifacts that so fascinated her. She hired a wizard to teach her in the basics of divination, at which her skill proved prodigal. Within a few years she was developing her own depth-scanning divination spells and she wielded them to great effect to map out the subterranean ruins of the Ancients' cities. Using her own money, she funded expeditions down into the ruins to retrieve the artifacts. The first such attempt proved disastrous, however, as the team of spelunkers she had hired were all slain by the Ancients' guardian constructs that yet haunted the ruins. Following the incident she could find no one else to take up her offers, so she decided to study marksmanship and spelunking herself. Armed only with piecemeal skills gained through a crash course, she braved the ruins, slew or evaded the guardians, and made off with her first artifact, a blessed pistol she dubbed "The Demigun." The weapon so vastly superior to modern firearms that she became obsessed with seeing what else the Ancients had to offer in terms of firepower, and has since explored many more ruins and gathered an impressive collection of Ancient firearms. Of course, rumor spread that there was First Age treasure hidden beneath her land, and she has since had to deal with an invasion of thugs and mercenaries seeking to strip the ruins of treasure themselves.


Okay! Now for some other stuff! This is an entry to the latest Seventh Sanctum contest, Weapons and Warriors, found here: [link]
Here are my generator results:
Anthropomorphic Animal Generator
"The mystical female anthropomorphic Snake antiquities collector. Her wardrobe is unconventional."

Firearm Generator
Demigun
Burner Ordinance
Typhoon Rifle
Multi-load Eraser
Schizoartillery

Vampire Name Generator (because vampires are fancy!)
Aurora Luther
Bernardo and Andromeda (I dropped the last names)

Greek Name Generator
Aesconia
Tegonu

I would like to offer my sincerest thanks to :iconpharoahqueen: for her excellent tutorial on anthro snakes. Indeed, it was her lovely gallery that inspired this piece.
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This was an entry for The Seventh Sanctum's Character contest - link here.

The name randomiser spat out: Midnight Fate

And the Dragonling Randomiser:

This personable female dragonling has round, slit-pupiled eyes the of fine china. She is bald. She has a thin build. Her bony scales are violet. Her face has an inhumanly reptilian look to it. She has a single horn on her forehead. She has bony plates on the side of her head that function as ears. She has human-like hands and clawlike feet. She has membranous wings. She has a unubsually long tail tipped with a bony club. Her wardrobe is risque.

This... took ages. And I mean ages. I pulled 1.75 all nighters on this (one all-nighter and two up until 3ams). Still, I'm pleased with how she turned out. It's been a while since I've tried anything this ambitious. Or which pushed my computer this hard.
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Seventh Sanctum Generator Results:
The race of Griffin-people. In their culture, martial arts is a highly prized ability. They turned their back on their old gods to follow newer ones. Their government is a magiocracy. (Fantasy Race Generator)

“Since he was god of the sky, Horus became depicted as a falcon, or as a falcon-headed man…In this form, he was sometimes given the title Kemwer,” (Wikipedia)

First, a bit of History:

-The Kemwer were created in ancient Egypt by the god Horus to be his servants and soldiers as well as acting as advisors to his priests and bodyguards to the Pharoahs. History and legend does not record their presence because they tended to remain in the shadows, performing their allotted tasks in secrecy and silence. On the rare occasions when they were seen, the Kemwer were often mistaken for their creator and god, Horus. Modern historians also fall victim to this misconception, leading to the label “Kemwer” being given to Horus rather than his creations. The mythical creatures known as Griffins, which originated from the Achaemenid (Persian) Empire, were also derived from the Kemwer. When the Persians conquered Egypt, a large part of the resistance they encountered came from servants of the gods, including a large number of the Kemwer. Over time, the descriptions deteriorated from being fairly accurate depictions of Horus’s servants to a fanciful creature with a lion’s body but an eagle’s head and wings.

-Originally, the Kemwer numbered into the hundreds of thousands. The conflict with the Persians drastically reduced their numbers, sowing seeds of resentment against Horus. The final straw came after the murder of Osiris by his brother Set. Horus, obsessed with revenge against his uncle, ignored the fact that Set’s minions were massacring the Kemwer by the hundreds. His neglect, combined with the bloody slaughter that they had been through, motivated the last of the race (numbering now around 500) to abandon both Egypt and their old god to seek their own fortune. The vast majority of them roam the world alone or in small “families”, but a few (about 150) have established a small city named Asar beneath the shifting sands of the Sahara Desert. Their ruler, Akhom, led them out of Egypt and helped to set up Asar. He was the advisor to Horus’s High Priest and possesses a large amount of magical ability, which he used to shift the sands to make room for their city. In the style of the Egyptians, Akhom is worshipped as a god.


The Race:
-The Kemwer are a physically powerful race, standing anywhere from six to seven feet tall. All are extremely fit. When they had the support of Horus, they had no need for food or sleep, but without their divine backing the Kemwer eat and sleep just as much as anyone else. Their wings enable them to fly at speeds of up to 60 MPH. All Kemwer possess these wings, as well as a brown-feathered eagle’s head and a lion’s tail. They are much stronger than man can hope to become, able to lift and throw objects weighing over a ton. All are skilled in some form of combat, as they were created largely for that purpose. Most are greatly skilled in hand-to-hand combat, as it requires little to no weapons maintenance and allows quick action. Kemwer who are skilled in unarmed combat are usually considered to be the greatest of warriors.

-The Kemwer are a dying breed. Horus did not see fit to give them the ability to reproduce, as he could simply create more as he needed. So, unless they can find a God to create more of them or give them the ability to reproduce, they will be extinct within a thousand years or so (Their lifespan is around 3000-4000 years).

-Mentally, the Kemwer are incredibly wise, possessing an almost godlike ability to see things impartially. In fact, the Kemwer possess little sympathy for anyone outside of their own race. They have no care for humans or other supernatural creatures, preferring to be left to their own devices. Although they cannot breed, Kemwer do “mate”, taking one partner (usually) for their entire lives. Kemwer are not automatically good or evil- they possess their own personalities. Many have turned to less virtuous ways since leaving Horus, and take great pleasure in cheating both humans and other supernatural beings out of their possessions and power. Others have become champions for the weak and downtrodden, not because of feelings of sympathy (for they have none for non-Kemwer), but because they enjoy the battle with the other side.

-In Asar, high positions in the government are always held by those with magical power. This is due partially to the fact that Kemwer hold a great respect for magical ability, but it is mostly because the Kemwer who were granted the ability to use magic were the advisors of Priests and Government officials in Egypt, and therefore know what they are doing when it comes to administrative abilities (also, magic gives them a HUGE upper hand in conflicts for power).

Final Notes/Comments/Insane Ramblings:
-First off, this is my first Seventh Sanctum contest entry/deviantART submission ever, I hope you guys think it’s decent. Unfortunately, I have a decided lack of artistic abilities so I used UGO’s Heromachine V 2.5 to “draw” the Kemwer, and then Picniked the text onto it. The generator result was from the Fantasy Race generator. At first I didn’t like this result very much, but then I started looking at it and decided that maybe it had a bit of merit. The idea of Griffins doing martial arts seemed to be a little difficult to carry off, and besides this is supposed to be an original race, so I tinkered a bit with the idea of a humanoid with Griffinlike traits. Then I started looking at it, and was reminded of the Egyptian God Horus (Falcon-headed guy.). From there it was pretty simple to dream up the rest of the story behind them, and after a few web searches for some historical/mythological backing, I ended up with this. (Luckily enough, the Griffin myth really did result from the Achaemenid Empire, and they really did conquer Egypt.
So that was cool.
Hope you like it.
-A-Clockwork-Apple
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Class (Fantasy/Western): Ghost Rustler

Description (General Person Generator - Anime Female): This gentle girl has hooded white eyes that are like two pearls. Her luxurious, curly, amber hair is neck-length and is worn in a handsome style. She is short and has a thin build. Her skin is light-colored. She has a domed forehead. Her wardrobe is no-nonsense, and is completely green.

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Done for Seventh Sanctum's Cross-Genre Characters Contest [link] . I didn't have too hard a time imagining what a "ghost rustler" might be... This is what I came up with:

A Ghost Rustler can be seen as a kind of "Ghostbuster" of the Old West. Without modern technology (or even 19th-century technology -- this IS a Western, after all), she instead uses magic based on the shamanism of the Native Americans to exorcise and remove evil spirits from cursed places. The talisman she uses to capture evil spirits is called an Asabikeshiinh and resembles a kind of dream catcher ("asabikeshiinh" from the Ojibwa word meaning "spider web" or "net"); It draws ghosts towards it, allowing good spirits to pass through while evil spirits become trapped.

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This was the first time I've ever tried coloring a manga-style drawing with pastel chalks, but I like the result! The original lineart can be seen here [link] (I did brighten it up and change the resolution with my computer, as I usually do, tho). I really, reeeeally wanted to make her Native American, but I had to go by the description given to me by the generator and I didn't want to get points deducted for straying too much! So I guess she is either part Native American or maybe she isn't but was abandoned as a baby and raised by Native Americans and learned their ways? Or maybe she's a scholar of Native American mysticism and has put it to practice in other ways?

I'd better stop thinking about it, or this "Artist Comment" could go on forever!
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