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Interior illustration for Paizo Publishing, Pathfinder magazine .
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This is a cover for an upcoming release for Goodman games.
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The foreshadowing of another missing merchant caravan.

Pathfinder RPG, Paizo Publishing 2014.
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A black Orc -or Kokto- from the legions of teh Nigromante of Tok-Thoria



K O K T O, Nigra Orcii

Race: Kokto
Class: Orc
Specie: Goblinoid

Other names: Black Orc, Tokerí, Orc of Tok.

Alligance: Dark Legion of Demons, Nigromante of Tok-Thoria.


Koktor are goblinoids of the Orc family, and they where breeded by the Nigromante of Tok-Thoria in the homonimous archipielago.

Like previous demon creations of servants, the Black orcs of Tok-Thoria where meant to be slaves and servants, reemplacing the kanov and human mercenaries and other auxiliary forces by loyal troopers: And while in the north of Aels the Ozcuras orcs will fullfil that role for the Dark legion of Polforia, in the south of Aels the Koktos became the back bone of the armies of Tok-Thoria and Hortann.

In the south, the demon lord Satman the Apprentice first tried to breed the Hattak -fauns- and later the Ur Dur -Cave goblins- However, the Dark Legion defeat in the first war of the powers, stopped the implementation of the Ur Dur into the ranks of the Dark Legion:

And with the Great demons exiled and the Whide Axis victorious, the Nigromante of Tok-Thoria laid down, hidding in the archipielago, fearful of following the same destiny of exile into the mount Demonach as the great demonlords.

During the Middle Human Age, feeling more confident, the Nigromante of Tok-Thoria began to build his own demonic principality, and during the XXV century, he breeded, mixing Kaiehm Green orcs, Ur Dur goblins, Kanov men and other creatures, his own slave-army: the Koktos, or Black Orcs of Tok-Thoria.

The first time these mixed orcs where seen, they where unleashed as a test by their master, bringing chaos and destruction like an anarchic horde to southern Aels, until the defeat at hands of the trade cities united under Zannas, the Empire of Uslen and the Hebonnor, escaping the remanents into the underwolrd of Kazrrad, where despise their defeat at hands of the Drow of Negeémiliel in the battle of the thousands caves, remained a permanent danger as they joined the goblin cruzade of the Bloody Apple.

In the 2430, when the Nigromante of Tok-Thoria raised again, claiming his empire, the Koktos will become the backbone of his armies.

Defeating some first attemps of the Uslen Empire, this leaved the demons of Dol-Nur and Tok-Thoria a free hand to free from their exile the Great Demon Lords, being the beginning of the second Comming of Darkness, and the age of the Koktos.

Between the second half of the XXV century until the XXVI century, during the Second War of the Power, the Koktos will play a key role in the southern campaigns of the war, and as well in the secession of Tok-Thoria from the Dark Legion, fighting against the Empire of Uslen, Purpurian, Enkel kingdoms, Nutkia, over northern Zarhuy and the shores of Tok, in the forests of Nubla and during the War of the Four Black Kings.

However, it was noted the several weakness the black orcs had, and for the third war of the power (2633-2675 a.a.H) the Nigromante of Tok-Thoria began to replace them with the Pixerianos.

Like with other demon creations -as the Ur Dur-, there are great differences between individuals of the Koktos, varying from size -as small as a dwarf to almost as tall as human-, physical apparience and skin tones, existing several black orc races.



Tree of peoples of Aiers

HOMO ELVII
-Goblinoids
--ORCS

---Hieyoksmainer, Servant of the Giants
---Antorian, Giant orc of the plains
-----Schlobohmi
---Vanolosé, Brown Orc
---Kokto, Black Orc
---Ozcura, Grey Orc
------ Ozcura of Entartea
------ Ozcura of Ded
------ Ozcura of Morod
------ Ozcura of the West
---Brűmer, Red Orc
---Galaw, High Orc
------ Galawkey, Galaw of Aels
------ Galaw of Hieyoks
---Kaiehm, Green Orc
------ Green Orc of Polforia
------ Green Orc of Kaiehm
------ Green Orc of Gronkav
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Sometimes, the only defense against orcs are big walls.A Vanilion High Elven Veteran

The Giant Orcs of the Plains of Antor, while a dangerous opponent, where scathered in small, semi-nomadic tribes, who fought among them as often they did each other, or fighting other of the tribes of the plains, as the wild elves, humans, gnolls, loranor and so on.

To the High Elves of Vanilion, they didn't wanted to give them a chance -as they painfully learned during the Age of Invasions, when most of the High Elven colonies in Zarhuy where destroyed-, so it was a state policy of Vanilion to be vigilant on the tribes of Antor, precisely ensuring they fight each other, rather than to gather their forces against the elven remnants.

However, sometimes some warlords of Antor where able to gather behind them several tribes and launch dangerous raids and invasion forces: a force of chaos and destruction.

In such cases, the Kingdom of Vanilion had created first a "buffer state", Thilien, between the plains of Antor and Vanilion, who was naturally defended behind it's mountain ranges. As well, they fortified their possition, building a ring of fortifications in the mountain passes, and finally, strong walls in their cities.

Edit 07.11.2015: Added lights and shadows!

Distracted by Shabazik

Mature Content

Orc strategist by Shabazik

Mature Content

The Second Orc Queen by Shabazik

Mature Content

Orc Queen by Shabazik
Battle of the Nortolon Fields by ShabazikThe Elf Kingdom of Vanilion by Shabazik
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Mature Content

Spirits of Forhel by Shabazik
Swamp Witch by Shabazik

Mature Content

Orc strategist by Shabazik
Orcs at the Gates! by Shabazik

Mature Content

The Second Orc Queen by Shabazik
Wild Elf and Drow battle by Shabazik

These are Green Orc, raiders of the Channels: unlike the continental orcs of Gronkav, metal armor was much more infrequent among the orcs of the isles: normally, only chieftains used metal helmets, chain mails and metal pieces of armor, while the warriors normally didn't used armor, or only leather one, being the most typical metalic piece of armor only helmets.



Forhel
is a region in southern Zarhuy, comprised of numerous channels, isles and a fragmented coastline, having a temperate climate with cold winter rain.

Historically scarcely populated, much of the islands and territory was covered in a temperate rainforest.

Part of the Union of Suadabria, historically is the place of origin of the Orcs, with the earliest know orc settlements -distinctive from the Proto-orcs groups- since the 4.000 - 5.000 a.a.H.

HISTORY
ORCISH FORHEL

Orcish Forhel, settled by Green Orcs, was organized in several petty kingdoms in villages and dispersed farms set along the coastlines, which interacted with nomadic bands and tribes fishers, being the interior template rainforests largely unexplored. The villages had a subsistence agriculture, while the nomadic canoeist bands were fishers, hunters and gatherers. Forhel Green Orc diet was based on fish and molluscs, along with agricultural products.

Aside of the orcs on the coasts, in the interior of the isles and rainforests lurked bands of Wollumis savage elves, feared witches and orc-eaters, small in numbers but that forged the orcish legends.

HIGH ELVEN COLONIES OF FORHEL: LAURË'MALAD AND TELPË'GILITH

Forhel was colonized by a mixed group of Silver and Golden High Elves of the Empire of Whide Axis during the Late Elfic Age, who will set some cities in the region, divided among the ethnic fragmentation lines of the High Elves and colonies of Ushaenor elven kingdoms, around which the elves set farms, exploiting the rainforest woods to build ships to do the intercontinental trade, subjugating the sedentary orcs, marginalizing them, while they outright hunted some of the nomadic canoeist tribes: as a result, orcish populations went to more distant channels and islands or to the largely unexplored interior of the forest-covered islands.

The most important Golden elven colony was Laurë'Malad and the silver colony of Telpë'Gilith. The Silver and Golden high elven colonies competed against each other, reproducing the tensions of Ushaenor in Forhel between the Golden and Silver elven kingdoms, being fought some minor wars and conflicts, which needed to be solved each time by Imperial Ambassadors sent from Ushaenor.

While the Elves claimed dominance over all the region, they only had effective control of the cities and near farmlands they worked, remaining most of Forhel a wilderness, scarcely populated by orcs and the feral wollumis witches.

THE AGE OF INVASIONS

During the Age of Invasions, the Forhel High Elven cities will first have to face off an invasion of Gronkav Green orcs first. Each elven colony fought on their own against the orcs, sometimes repelling or paying them off, leading them to rival elven colonies, which sparked new conflicts amongst the high elves and further weakened them. Most of the Gronkav orcs were defeated, but significant numbers settled along Forhel in uninhabited lands.

While the elven cities recriminated each other how they had acted in regard of the orcish invasion, they overlooked the fact that the Gronkav orcs invaded Forhel.

It was an invasion that they were only able to partially fend off and with great cost, only to face a second, larger and better organized Kanov invasion: the Kanovs had invaded Gronkav, which had forced thousands of Gronkav orcs to seek refugee in Forhel, reason of the Gronkav Green orc invasion.

Once the Kanovs had settled in Gronkav, they continued to the south, to Forhel, attacking the already weakened elven colonies.

While attacked from the east by the Kanovs, as the elves controlled the sea they were able to receive -scarce- reinforcements from Ushaenor, having a supply and escape route. In some of the last moments, there was attempts to coordinate the defense of the colonies, but colonial rivalries of the metropolitan high elven kingdoms and local rivalries barred this.

However, the already desperate situation will turn worse as the Gronkav orcs that settled along Forhel borders and the local Forhel Orcs will raise in arms and attack from the isles and channels the elven settlements: cut from land by Kanov and sea by Orcs, without being able to receive further reinforcements, relief or to escape, the colonies will be sacked and destroyed.

The elven survivors were either enslaved, escaped to the north -to form part of some of the southern wild elven tribes-, while others escaped to the interior of the isles and rainforests, sometimes joining the wollumis witches. The most fortunate ones where the ones who were able to escape to Vanilion before the final fall of the High Elven colonies of Forhel, or the ones who escaped back to Ushaenor.

However, after the initial pity, the returnees of the failed High Elven states and colonies of Aels, Zarhuy and Hieyoks will be often socially looked down upon in Ushaenor.

TUMVAR, THE KANOV KINGDOM OF FORHEL AND THE ORC KINGDOMS OF THE ISLES

Kanovs seized most of the elven ruins along the continental coastline, founding their own farms and cities over them, founding Tumvar, the Kanov Kingdom of Forhel. The Kanovs will come to be the hegemonic power of Forhel, but while they had a High King, in reality the Kanovs of Forhel were as fragmented as the coastline and was a very decentralized society, with a dispersed population and only a couple of small cities in the ruined husks of previous elven settlements.

The Kingdom of Forhel will come to be under the Caliphate of Blazakhov sphere of influence by the Late Human Age, as were set Blazakhov factories (trading posts) along the coastlines.

Meanwhile, the Green Orcs will control the coastline of the isles and the channels, setting a series of petty kingdoms.

The relations between the Kanovs and Orcs will be alternatively of peace and conflict, of raids and trade. The fragmented Kanov and Orc societies meant complex relations, making pacts, truces and wars between the factions:

meanwhile, deep in the reinforests, the almost mythical feral Wollumis, regarded as witches and spirits, continued to be fuel of nightmares and legends in their hostile reclusion.

POST-CATACLYSM FORHEL AND AELIAN COLONIALISM

During the Third War of the Power, the far southwest of Zarhuy largely remained neutral to it, and the wars that destroyed other regions of Aiers didn't raged in Forhel and Gronkav, but orcish and Kanov mercenaries took part of the war, and there were some localized conflicts, engineered by the demons between the peoples of the far southwest against the High Elves of Vanilion, but largely wasn't a scenario of the Third War of the Power.

Forhel was severely hit by The Cataclysm, but slowly recuperated. The cut-off traders of Blazakhov, made into a local elite, will set city-states while Tumvar further fragmented, remaining only in name, and the Blazik elite expanded the islam among the Kanov.

During the modern age, there will be a progressive migration from the north of Buntu humans, but this didn't upset the balance of power of the region, but raised tensions.

The arrival of Aelian human colonial powers -the Calintropian Empire and the JPM- will mean the division and colonization of Forhel, along with the settlement of a significant aelian human population, ending the Blazik-Kanov hegemony in the region.

Forhel will be divided between the two Aelian colonial powers, and part of it will come to be part of the newly independent country of Zur.

Later, Forhel will be a disputed region by Zur and the Gastronomic Empire, before its final incorporation to Suadabria, remaining the least populated region of the country.



These are Green Orc, raiders of the Channels: unlike the continental orcs of Gronkav, metal armor was much more infrecuent among the orcs of the isles: normally, only chieftains used metal helmets, chain mails and metal pieces of armor, while the warriors normally didn't used armor, or only leather one, being the most typical metalic piece of armor only helmets.
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4e D&D Orcs
Acrylics, approx 7" x 11"

© Wizards of the Coast. 4e Monster Manual; Interior Illustration.

Original artwork for sale; UK£ 200

Commissioned ofr 4e Dungeons & Dragons I was asked to present the four different Orc 'types' in a row with minimal background.

I tried to create some interest with a radial, splayed, vertical line (a bit like the spokes of a wheel), and by dropping the figures back/forward slightly.

I enjoyed putting all the detail into the costuming. I feel this can add to a sense of veracity, and make the characters feel more 'lived in'.
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Arcane Ballista & Warpriest

D&D miniatures booster box cover.
Acrylic. Original painting approx 4.5" x 12.5"
©Wizards of the Coast.

Original artwork for sale; UK£400.

The Dwarven warpriest adds that extra special something to the ballista bolt.
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Aspect of Hextor.

D&D miniatures booster box cover.
Acrylic. Original painting approx 4.5" x 12.5"
© Wizards of the Coast.

Original artwork for sale; UK£400.

The mighty war Demon happily wades through the gore of the dying orcs foolish enough to be in his way.
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Lubash the Ogre
Wizards of the Coast
The Village of Hommlet - Dungeon Magazine issue 212
Art Director: Kate Irwin
Digital

I created this portrait of Lubash the Ogre for issue 212 of Dungeon Magazine for use in Dungeons & Dragons. It is part of the The Village of Hommlet adventure. This was an extremely fun project to work on, many thanks goes out to Kate Irwin for getting me involved with the project and for the great art direction.

© 2013 Wizards of the Coast
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Steam Mephit
Wizards of the Coast
Creature Incarnations: Mephits - Dragon Magazine issue 421
Art Director: Kate Irwin
Digital

I designed and illustrated 9 different Mephits for issue 421 of Dragon Magazine for use in Dungeons & Dragons. This was an extremely fun project to work on, many thanks goes out to Kate Irwin for getting me involved with the project and for the great art direction.

© 2013 Wizards of the Coast
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Mist Mephit
Wizards of the Coast
Creature Incarnations: Mephits - Dragon Magazine issue 421
Art Director: Kate Irwin
Digital

I designed and illustrated 9 different Mephits for issue 421 of Dragon Magazine for use in Dungeons & Dragons. This was an extremely fun project to work on, many thanks goes out to Kate Irwin for getting me involved with the project and for the great art direction.

© 2013 Wizards of the Coast
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©Paizo Publishing, Inc. ALL RIGHTS RESERVED.
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©Paizo Publishing, Inc. ALL RIGHTS RESERVED.
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Pathfinder RPG.
©Paizo Publishing, LLC. All Rights Reserved.
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Open today! 07/26/14  

online form: docs.google.com/forms/d/1fm3Jf…

client: joysweeperfa

medium: photoshop cs

price: $30 (discounted)

Outfit bought from:
 Boutique Collection 01! by fydbac

Overnight not open? Go grab the Day-sketch! (link on front page).

To see what is not posted on DA: cock-fyd.tumblr.com

Mailing list sign-up for early stream notifications and more!: madmimi.com/signups/join/39886
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Open today! 02/15/15  

Rate starts @ $25

online form + info: docs.google.com/forms/d/1fm3Jf…

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Open today! 02/15/15  

Rate starts @ $25

online form + info: docs.google.com/forms/d/1fm3Jf…

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This is the cockatrice and is actually THE original wyvern. In medieval times the name wyvern was synonymous for this creature. I imagine it is about 3-4 feet tall. Maybe big ones can get 5 feet. It is basically an ugly rooster with a draconic tale and gnarled monstrous features. Its gaze can petrify (or kill outright) and its sting can kill a man. Also its squawk could paralyze I believe. That's a lot of weaponry to have to overcome.
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This is the Redcap, a particularly vicious Boggy. Redcaps are about 4 feet tall, are known to be able to bite through the hardest of substances, at the very least an adventurer’s bones, wear iron boots, wield cold iron halberd and wear a red cap soaked in the blood of their victims. They always look like old mean men for some reason as well, did they used to be another race or patriarch from one of the existing Boggies or even one of the Hobb races and then get corrupted? No one knows how Redcaps come about, as there are no redcap females, but everyone knows to fear them.
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Gremlins are nasty little Boggies that are close cousins of the Hobyahs. And, yes, the Joe Dante version has made a lasting impression on my mind and it took me every fiber of my being not to clone them here with wings, but for the sake of copyrights, principles and respect I didn’t, but I came pretty darn close. My hats off to the movie for being so perfect. However, this isn’t the movie and Gremlins have been around in mythology long before Joe Dante and so here we go…


Gremlins reared up in myth in Europe during the First World War, I think, and plague the planes and other machines with malfunctions. But as far as a fantasy table top game goes they have always been around being of the Boggy species, as described by the Encyclopedia of Fairies. They are 1 foot tall, and look like wiry savage winged Goblins with a little more hyper characterized proportions then, oddly enough, Goblins.They are seen to have brown, grey and green skin and have red eyes and a mouth of needle teeth. They sport little horns on their heads and are often confused with Imps. They are very stupid and their Goblin isn’t spoken very well. However, they have cunningness about them, almost dumb luck cunningness, and are one of the hugest nuisance and tricksters out of all Fairy kind, rivaling the Boggarts, Pixies, Quicklings and even the Trixies. Only with Gremlins it seems to be instinctive than actual an intelligent choice.

Most people hate Gemlins, even other Boggies and, as a result, they can have a nasty side to them. Goblin mages often have them as familiars as they make great second eyes and can speak the same language.

Note: The major differences with traditional Gremlins and Joe Dante Gremlins is that they are not Magwais or nice before eating after Midnight, but they do hate the light, as do most all Boggies. Does it melt them? Probably not, there have been no indicators in Myth to this. HOWEVER, I wish they were like Joe Dante's versions in myth, this way I could use it as it would be well into the public domain and part of folk lore. But I can’t, sorry guys, no Mogwai.

Edit: SwenMu made me aware of the TRUE genius behind the Gremlins movie, thank you SwenMu. And so I went up and edited the credit to the one who made Gremlins. I did this becuase of the respect Joe dante deserves while instead being overshadowed by Spielberg.
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Stormspyre 5 - Skytchscratche Halfthing Thief

Halfthings – Halfthings are those born twisted and changed by unchecked pollution , both magikal and mundane, in Stormspyre. Halfthings stand about 3’ tall and are twisted mockeries of humanity – combining traits of animals and men.Often abandoned and cast out, they form permanent under class in the city. Many eek out an existence on the fringes of society, easily paid to do work that is considered beneath “normal” society. They excel at being unobtrusive and quiet – lest they raise the ire and revulsion of those around them.

Just some more from the world of Stormspyre. I haven't forgotten about it and its still growing in the back of my head. Like a tumor!
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Piece I did for No Quarter Magazine's Gavyn Kyle Files some time last year. Its been so long I forget which issue. Because I am a dope.

It was a lot of fun painting the Kayazy in more of their Mafia role than their battlefield one. It was a nice exercise.
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Trying to figure out more character design and what are copics. Just a demon cricket thing and some drow - a noblewoman, axeman and whip specialist.
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Trying to figure out copics and some of what I like about Wayne Reynolds' character design. Standard D&D neepery. These guys are all from last month.
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In D&D and Pathfinder, Baphomet is the Demon Lord of Minotaurs. Only a vague resemblance to the Templar/Eliphas Levi figure. Playing around with several ideas with coloring here.

I really liked Wayne Reynolds' version for Paizo, and there's no way I'm gonna compete with Wayne Reynolds levels of awesome, so I went a slightly different direction. The dorky part; Cape Buffalo are not only one of my favorite bovids, but since Baphomet's arch-enemy, Yeenoghu, is a hyena dude, I figured it was an appropriate species to pull on for imagery. I figured a Cape Buffalo guy would have his own Abyssal Oxpeckers. Maybe they fly around PCs and block LOS, etc, while the PCs are trying to fight a giant minotaur demon?
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Forgotten Realms: Monsters (zoom 4) concept art (Dungeons & Dragons).

Featured here: Wight, Ogre, Ogre Mage, Owlbear.
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Forgotten Realms: Monsters (zoom 2) concept art (Dungeons & Dragons).

Featured here: Frost Giant and Troll
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Forgotten Realms: monsters (zoom 1) concept art (Dungeons & Dragons).

Featured in this piece: Yuan Ti and Gnoll.
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