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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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One of my entries for Seventh Sanctum's Class Act contest. This is the Forgotten Gambler of the Earth Goddess.
Long ago, there was a great and wise earth goddess whose name is now lost in the mists of time. She selected certain champions with which to surround herself and gifted them with great talents and skills. The requirements for joining the ranks of her chosen were stringent, but the rewards were great. She offered them wonderful powers and near-eternal life. Being an earth goddess, she forbade her followers from slaying any form of intelligent life and bid them be wary of injuring any sentient being. They chose instead to challenge those who would insult their deity using only contests of luck and skill, playing for high stakes. They became reknowned throughout the land and many adventurers traveled far and wide for a chance to challenge this legendary order, hoping to gain great rewards and perhaps even a chance to join their ranks.
As time wore on, however, their fame dwindled, as did the number of worshipers of their goddess. Their woodland temple was forgotten as the wilderness around it grew more twisted. The immortal gamblers locked themselves away in this sanctum, growing ever more weary of their eternal life as time wore on.
The requirements to become a Forgotten Gambler of the Earth Goddess are as follows. By nature, they depend on luck, chance, and chaos, and hold all life in highest respect, so a Forgotten Gambler must always be Chaotic Good. They must be skilled in sleight of hand and have formidable dexterity. In addition, they must be in possession of sufficient wisdom to use the spells granted by the earth goddess. Finally, the aspiring Forgotten Gambler must make a pilgrimage to the hidden forest temple, deep within a fiend-infested, trackless forest, and defeat one of the ranks of Forgotten Gamblers in a contest of skill, chosen by the challenged party. This is easier said than done. Minds honed by unnaturally long lives, the Gamblers have had a long time to devise their devious and cunning mind games, alone in the forest. Finally, the pilgrim must spend some time in prayer to the earth goddess and swear him or her self to service forever. At that point, he or she will be welcomed into the ranks of the Forgotten Gamblers.
At level one, the new Gambler gains the ability to turn aside or rebuke any undead creature by channelling the good energy of his or her deity. He or she also gains the ability to cast cleric spells. The Gambler also gains at this point an increase in luck, making chance a major factor in deciding the outcome of any of the Gambler's undertakings. Finally, the Gambler is required at some point during his or her first level to go on a vision quest to discover a spirit animal companion. This spirit animal takes the form of a woodland creature of the Gambler's choosing and will add its skills to the Gambler's own.
(more class features to be added as I get time later. ^^;)
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(Done for Seventh Sanctum's Cartoon Cash-In Contest, The Merchandisable Cartoon Generator Results: Eve Maximum And The Knights Of Time)

Eve Maximum and the Knights of Time, a BOS (Buy Our Shit) CORP cartoon.

Eve is just your average high school student until one day she unearths a time capsule in her back yard. When she opens it, the villainous Counter Clockwise escapes from his imprisonment and starts wreaking havoc, but also out of the capsule come the Knights of Time, Second, Minute, and Hour. Eve learns that the Knights originally had a deal with Counter Clockwise that they would all lock themselves away together so neither could gain the upper hand while the other was trapped, but Eve’s opening the capsule undid the seal. The Knights, led by Eve in her new role as Eve Maximum, Captain of the Knights, seek to trap Counter Clockwise before he can conquer the world.

Eve: Slightly confused by the whole thing, but more than willing to help her new friends out. In day to day life, Eve gives the Knights a place to stay (and hopes they don’t trash her home or traumatize her parents while she’s at school) and helps them understand their new temporal situation and all of its accoutrements. When Counter Clockwise is stirring up trouble, however, the Knights give Eve the ability to transform into Eve Maximum so she can lead them against their foe(s). Eve has tried to relinquish to role of Captain back to Hour more than once, but he always refuses despite her argument that Former Captain probably knows more about fighting Counter Clockwise than Modern Schoolgirl. For all her protests, she takes to her new twin blades with what some might term “unholy glee.”

Hour: The original leader of the Knights (and the shortest, though the toy line removes any real height differences). He seems to have a better grasp of the situation at any given time than the others, which is useful for strategy but also makes him a bit of a worrywart. He and Counter Clockwise seem to have some sort of past relationship with each other beyond enemies, but Hour’s not talking about it. Rumor has it the sword he wields once belonged to Counter Clockwise.

Minute: Kind of a spazz. Loves to relax and have a good time, but is totally down for kicking ass and taking names as well. He prefers to keep his enemies as far away as possible, but he’s no slouch in close combat. Surprisingly, Minute (when he puts his mind to it) can be the most patient of the Knights. He is also the one having the most fun with all the modern conveniences Eve has been introducing them to.

Second: The youngest, the fastest, and the tallest, Second is kind of awkward physically and socially, though he can really chatter up a storm once he gets comfortable. He has the most magic power of the Knights and is a respectable fighter as long as he can keep his enemy at a range where his staff is useful. Second and Minute are especially close, possibly because they’re the closest in age.

Counter Clockwise (Only Available in this Exclusive Full Set!): The mysterious villain. The clocks on his armor are all numbered in reverse. Aside from his possession of a fierce bitchface, not much is known about him. Hour, of course, knows more than he’s letting on, but Counter Clockwise soon makes it clear that that goes both ways...

EDIT: Manufacturing Problem: The hilts of Eve's swords should actually be sea green like the highlights of her armor, but after doing Hour's sword I forgot and used the same colors even though his sword was supposed to be unique in not matching his color scheme because he got it from Counter Clockwise. Oops! But I don't particularly feel like fixing it, so I'm just going to call it a quirk of this particular toy line. Yay manufacturing mistakes! It adds to the realism :V
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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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My (last minute) entry for the seventh sanctum tarot card contest! [link]

The Scholar of Destruction:

The Scholar of Destruction usually represents knowledge of an unfortunate event in the future and actively working to prevent this from happening, learning from past mistakes, or selflessness and benevolence.

Reversed it can represent hardwork, logic and great enthusiasm for something which will ultimately lead to disaster.This could be through naivety or even knowingly, but in either case can have serious repercussions. It can also represent self-destructive tendencies or behaviour, obsessiveness, or even megalomania (in an evil-genius kind of way)
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THIS IS FOR SEVENTH SANCTUM'S WEPONS AND WARRIORS CONTEST!!!!! Made w/ the tink maker @ azaleasdolls.com.

Magical Girl Generator: This calm magical girl's droopy eyes are the color of pine needles and her neck-length, wavy, silky, violet hair is worn in a dignified style. She has a wide-hipped figure. She has plant powers that come from a sceptre. Her pretty outfit is green and black and it looks as if it is made of leaves.

Sword Generator: This sword has an irregular blade with butterflys and knots engraved on it. Its grip is of a bronze metal with a pattern made of waves and triangles done in an inlay of a black-colored material.

Magical Girl Title Generator: Forest Goddess

Elf Name Generator: Athael

Battle Aura Generator: A flickering green aura. it is a representation of the manifester's inner self.

25 years ago, the godess Athael went misteriously missing, and for good reason. She'd noticed that the mortals down below were now desicrating nature with reckless abandon. She knew in her heart that something must be done to make them moderate themselves and cut back on their destruction of her beloved forests. So without telling any of the other gods and goddesses, she secretly placed herself into the womb of a pregnant woman. The little girl who was born was named Endralyn, who had grown up with no idea of the immense power sleeping inside her, but had a perfectly normal life. She grew up, went to school and colledge, and got married. She had always loved taking walks in the forest behind her childhood home and her university campus, where she was now working on her master's degree. She loved gardening, cooking with herbs she had just picked last weekend, stories and myths of elves, fairies, and unicorns. She had large crystal and pressed leaf and flower collections. People often said she was wise beyond her years. One day, she was taking a routine walk through the campus woods, wondering how she would write an extremly challanging paper for her botany class, when she heard the buzz of a chainsaw. She ran toward the sound, and stopped a few feet away from a very rugged man in the middle of cutting down a pine tree. She yelled "HEY, YOU! STOP! THAT TREE AND MOST OF THE LAND AROUND HERE BELONGS TO PHOENIXFLIGHT UNIVERSITY! She felt a great rage well up inside her that she couldn't explain, followed by a sudden and eriee calm. She saw and felt a green aura of light pulse around and through her, coming from her heart chakra and the innermost core of her soul. Her strawberry-blond hair changed to a brillant violet and her light gray eyes into the greenish-brown of a baby pinecone. Her outfit was transformed to resemble the black and green leaves above her head and below her feet. She marveled at her appearence long enough to notice that the woodcutter was getting away. She pointed her vine sceptre, topped with a glowing spring-green flower, at him and simply murmured, "Imprision him.". The pine tree the man was trying to cut down shot out its branches and crammed the man into the cut he had made, shutting him inside. "Now," said the tree with the wind's rustle in it's brances, " your body and soul will nurish mine due to the wound you have given me.". Endralyn/Athael nodded in approval and shouted to the forest around her "Fear not, all beings of the woods of the world, the Forest Goddess Athael has come to heal you!". "Now," she thought, "what to do about that chainsaw?". As if responding to the goddess within her, her sceptre pulsed with a green light and transformed into a strange and beautiful sword capable of great magical power that could cut through almost anything. She cut and hacked and slashed at the chainsaw until she was sure it could never be used again. Her sword then changed back into a sceptre and, with a process the exact oppisite the one she first transformed with, became her usual self again. "Wow. That was strange, but totally awesome! Who's the Forest Goddess Athael? Should I tell Owen or any of my friends and family about this? Probably not. I should get back to campus and do some research on this!" THE BEGINNING.
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"The incoherent male half-Hydra tomb robber with a large fortune. His wardrobe is attractive. His face hints at his non-human ancestry, but he otherwise appears human."

Mucking about with a Seventh Sanctum contest. The output I got from the hybrid generator was too endearing to pass up, so yeah. His name is Fari - I let the Greek-style name generator name him, just in the spirit of things.

When is "incoherent" not "dumb"? He doesn't speak a proper language, of course. He knows what he's saying, but nobody else seems to. I'm rather pleased that I thought of a way to "draw" it. Unfortunately his hybrid nature isn't very visually striking - but then, that's what the generator commanded. The brand on his forehead is supposed to be reminiscent of a hydra trunk forking into many necks (a "hint", yeah? :p). His ears are based on old-fashioned hydra drawings; did you know the classic hydra actually had dog-like heads, not serpent heads? I sure didn't.

Just for kicks, I whipped up a 4e stat block for him too, based on an aquatic hag ([link]). For all its bugs, Monster Builder is still powerfully awesome.

No Seriously There's a Background Too Did You Think I Wouldn't?:

Fari's parents were from a small fishing village along the coast of *pauses* Arenahd (thanks Elf Name Generator); as a young man, his father was shipwrecked on one of the small islands off the coast, which had been used as burial tombs in ancient time. Desperate and near the end of his life, Fari's father bargained with a hydra to carry him back to land - he would be allowed to return home to his wife for ten years, after which he would throw himself into the sea as tribute to the hydra. However, once the ten years had passed, the man couldn't bring himself to fulfil the promise, instead planning to leave the village and escape the hydra's anger.

For some time, it seemed that the plan had worked; the couple started a new life far from the ocean, and in time gave birth to a son. However, before the baby was two years old, his face started to change; horrified, his parents saw a bizarre mark developing on his face, reminiscent of the hydra's many necks. Soon they could see tiny scales growing under his eyes, mimicking the sheen of the hydra's coat.

Surely, Fari's father believed, his son was being transformed into a hydra in order to take his life, payment for the promise he had broken. Driven mad with fear, he fled to the ocean with the child, and cast him into the sea. Fari would have quickly died, had not his hybrid nature allowed him to breathe the water. Eventually the unusually calm sea washed him ashore, on the very same island where his father had been shipwrecked years before.

Fari survived through his childhood by eating fish and seaweed, though he does not remember that in his earliest years he was visited by a hydra that gave him food and shelter. The beast stopped coming as Fari became able to care for himself - though he occasionally caught sight of a strange, many-headed creature near the island, he never knew of its significance. He gradually explored more of the islands as he grew, learning to swim between them as easily as a fish, then began to delve into the burial tombs hidden within.

Surrounded by strange treasures from the tombs, and fascinating items he has recovered from ships that were wrecked on the islands, Fari lives in the midst of wealth he doesn't begin to understand. He considers most of them to be pretty - if worthless - trinkets, though he is pleased that he managed to make a scale-like "hide" from his many piles of useless metal discs.

As he's had no contact with humans aside from his salvaging, Fari doesn't know any real languages. However, the voices of his parents left him a lingering memory of vocal communication, so he still tries to speak. He is vaguely aware of the mainland, somewhere in the distance, but has not yet summoned the nerve to swim there.

EDIT 2011-05-15:
Omigosh I got runner-up! I was afraid mine would be considered unimpressive next to the coloured entries ^_^; But... SO AWESOME! X3

(PS y'all should enter the next contest!)
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Galaxy Dragons

Title screen for cartoon series.

In a far off galaxy lies a solar system of four planets. The people of these planets believe that their solar system was created by The Great Celestial Dragon a creature made of the four elements; earth, air, water and fire, and that each of their planets represent one of the four elements. They believe that when The Great Celestial Dragon died all that was left was the planets and their sun, Dray-gon, the dragon’s heart.

When their solar system comes under threat from a race of unknown shadow creatures from a nearby black hole, intent on stripping the planets of their resources and extinguishing all light and life in the galaxy, a team of protectors are chosen.
This team, known of the Galaxy Dragons, are made up of four representatives each from one of the four planets.

Each member of the team has unique abilities and weapons and each has been endowed with protective armour which protects them and allows them to fly through space using holographic wings.

The Galaxy Dragons are (from left to right):

Tor
Tor is from the second planet in the solar system; Granitus.
The planet has a rocky surface, with huge mountains and deep valleys. The people live in cities carved into the mountains and valley walls.
Like all his people Tor has incredible strength.
Tor’s weapon is a war-hammer known as The Dragon’s Claw.

Pyrus
Pyrus is from the first planet in the solar system; Infernon.
Much of the planets surface is red hot as it is closest to Dray-gon, so the people live below the planets surface.
Like all his people Pyrus is impervious to heat.
Pyrus can create and throw fireballs which he uses as a weapon known as The Dragon’s Breath.

Aquia
Aquia is from the fourth planet in the solar system; Hydros.
The planet is furthest from Dray-gon and is covered in ice but beneath the ice is a vast ocean. The people live in underwater cities below the ice.
Like all her people Aquia is impervious to cold and can breath underwater.
Aquia’s weapon is a whip known as The Dragon’s Tail.

Nimbus
Nimbus is from the third planet in the solar system; Etheria.
The planet is a gas giant and has no solid surface. The people live in floating cities.
Like all his people Nimbus can withstand great pressure making him resistant to physical injury.
Nimbus’s weapon is a throwing blade known as The Dragon’s Wing.

Entry for Cartoon Cash-in Contest at Seventh Sanctum [link]
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:boogie: :heart: The Fishmongerer Priestess :heart: :boogie:

This is my First Entry for the 7th sanctum "silly season" contest! [link] :w00t!:
from the Generator: Humorous Fantasy Classes//Fishmongerer Priestess ;) also check

Hardy Har har! she works hard for her living, doing 3 jobs at the same time ;)

1. a Temple Priestess
2. a Fishmongerer
& 3. erh... you know what I mean [a spice of my own... Har! har! :devilish: ]

Ho ho this is a Roman Tribune trying to solicit the favors of the Priestess, while observing proper protocol and courtesy due to a woman of her station, Hee hee they do not look down on women with such occupation :devilish:

Narration [just in-case the letters are not legible]

Tribune: Oh Priestess, I seek enlightenment... I'm searching for magical oyster with a mystical pearl attached to it :horny:

Priestess: Sure meet me at the back of the Temple :giggle:





Oh my... my sister finds it funny rather than silly ^^; I was blazing HOT! when I was drawing this... ho ho oh well ;)

ahhh... ehehe, this is not my usual drawing, but I tried to maintain the procedure. still done in ink on half B5 size sketch pad.

EDIT: April 8 2006. Final addition and change of Font, the last one is not that clear, this one is a larger version. it now looks much darker than before :evillaugh: with a touch of my spaghetti pattern[sky] ;)
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This is my (last possible minute) entry for a contest at Seventh Sanctum [link] .

We had to use two generators to create characters, and them pit them against one another in battle.

I used:
Mecha Namer - Perfect God Ufo: Ares Six
Mascot Generator - Upgrade the ocelot - the wild, black-colored doctor

For the three judges in the back I got a few monsters: Cosmic Siren, Creeping Hood, and Grand Beetle.

I decided to have them battling in a music battle... FOR THE FATE OF THE EARTH!!

If Ares Six succeeds, then the Tribunal of Space Bastards will leave earth unscathed, but if the musical representitive of Earth 487-X/Flan (thats Doctor Ocelot there) wins then our whole dimension gets siphoned for gas to power the Grand Cosmic Bastard Ship... That is a decidedly bad thing for us.

GO ARES, SIX GO!

--------------------

I like how this turned out, though the colors were rushed on the bottom half. I also had trouble figuring out how to vcolor an Ocelot black and still be able to tell it was an Ocelot.

I might use Ares Six again sometime... I like his design, it's very Getter Robo influenced. I see him constructed of three aircraft (two jets and a UFO) that combine to form the most powerful God in the Universe! Or something to that effect.
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