Art blog of a fat scruffy crocodile lady who likes drawing original characters... though lately it's been a whole lot of character exploration of a certain large evil rabbit. My work is mostly SFW-ish with some occasional pinup type drawings.... You know how it is. I do try to tag stuff, though.
I made a game called Theo's Big Adventure and am currently [REDACTED] years deep into working on a second one, a cowboy drama-slash-farming sim called Wishbone. You can also check out my Storenvy shop for enamel pins, stickers, acrylic charms, and more!
Discussing past relationships and what happened to Milana after she left him.
For several years after the split Hyden was far too occupied by his own issues to spare much thought for her. But news tends to get around in noble social circles.
She married wealthy, of course. And chose someone far more palatable to her parents (who she mended her relationship with after leaving Hyden). Absolutely NOT a wizard, she swore off of ever dating those things again. She had children and the family she hinted at wanting in the past. Whether any of them survived the fall of the Old Kingdoms is unknown, but reasonably likely, given that none of them had any magical blood.
She and Hyden never spoke again after the breakup and rarely if ever crossed paths at parties and events, because Hyden became something of a recluse after his injury. As you can see, he's not exactly over her (for one, he's periodically referred to her as his 'wife' and used terminology like 'divorced'--they were not married) but he seems to find more value in wallowing in his chosen narrative of "my wife left me because I'm sick :(" than in awkwardly trying and failing to talk things out. So 2/10 discomfort, perhaps. The extra point is because he has to brace himself for having his lies called out, but he's ready to defend them. Mostly he enjoys the pity party session.
(Also, the woman in the first picture hasn't been discussed before, but let's just say there are a couple reasons his fellow countrymen suspected he might have divided loyalties back in his early 20s.)
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New year new commission sheet! If there's something else on my page you've seen me do that you don't see here, shoot me a message and we can chat! Super open and always looking for a creative opportunity :)
WILL DO: Pet portraits, dnd characters, ocs, anthro, fursonas, ponies, creatures, bugs, fish, fanart, armor, funky borders, pfp, cars maybe [limited nsfw, dm for specs!]
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EMERGENCY COMMISSIONS need to pay some medical bills so here’s a new commission type and only 10 slots opens!! Dm or email me at [email protected] to claim a slot!
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BLUEWOLF greets you with a casual "hi". He nods to one of your prints. "Cool pic" he says in a low voice. Shuffling over in his weird plastic SUPREME sandals, he asks if you take "commishs". You say yes.
He asks if you've ever heard of "Starfox." You say yes again. He says his character is a "space pilot" like the Starfox crew. He offers to send you his ref by Telegram but he doesn't know how the QR code thing works and was hoping you would. Instead, he just shows you his ref on his cracked phone screen instead. The ref image on is phone is not the ref itself, but rather, a photo the phone has taken of a computer screen showing the ref. The ref, of course, looks nothing like any Star Fox character. You're a little disappointed. You decide to spare Bluefox from any additional technology-related trials and quickly snap a pic of his phone screen with your phone. You now have a photo on your phone of a photo his phone took of a computer screen displaying his ref. Good enough.
Bluewolf's besuited companion D'ORFOXXX has been quiet this entire time, save for some occasional faint squeaking as shifts his weight from foot to foot, peering closely at your sticker rack and giving you a really good view of his fursona's golden nipples, visible on his badge. You try not to stare too hard. But when you accept Bluewolf's "commish", he quickly and deftly removes one of his oversized, shiny, squeaky gold-glittered paws and whips out a credit card from somewhere unseen.
Still silent, D'orfoxxx's petite human-skin hand offers you his card for payment. You do a double take as you notice his immaculately manicured gold french tip nails. As he taps your Square reader, you notice that the credit card clutched between his talons is one you've never seen before, but you can infer from the design that it's one of those fancy rich person credit cards. It is at this moment that you realize that you are not merely talking to a Person, but a Character.
This is one of those rare drop furry con person-sightings that will live on in legend: a person so intriguingly bizarre that you will spend the rest of your life wondering what their story is.
(Luckily, you the reader don't have to wonder: they're AUs of Kaitos and Oscar in the visual novel Forever Gold that you can play right now!)
Do you happen to have an artfight? I have wanted to draw some characters of yours for a while, and I will do so whether it's for artfight or not, I just wanted to ask adkgksngjn.
I do! I am Skitty there and have been playing since 2016. :)
(As of last year I had to nix my 100% revenge policy but I still try to draw as many people as possible!)
Being prodded about his relationship with Hyden like this would make Theo uncomfortable (maybe 6/10), but not for the intended reason. Now, Theo would never talk about his idol in such a belittling way to Hyden's face, or in most circumstances, but Theo is a prideful fellow and feeling like he's being demeaned brings out the competitive cutthroat in him.
The apparent leverage Hyden has over Theo is that he's promised Theo that he'll be able to help bring his mother back once he has full command of his magic; Theo's end of the bargain there is helping with Hyden's research and cooperating with the Rising Dawn. However, making Hyden tea, helping him with his buttons and generally acting like a weird little nursemaid were all things Theo started doing spontaneously, long before Hyden ever knew about Theo's necromantic ambitions.
Theo was happy to offer his hospitality out of sympathy, a peculiar kind of chivalry and a desperate need to feel needed. While Theo's more domestic behaviors might look like servility, there is no obligation on Theo's end and he expects nothing in return except gratitude.
So, as to the second part of the question:
Yes. Can't have a savior complex about a person who doesn't need saving!
Frankly, even though Theo admires Hyden as this grand conquering figure, if he met his (anti-)hero at the height of his power, he'd instinctively dislike the guy. Theo is a defensive, paranoid, insecure person who explodes with anger when he's made to feel inferior - his mother had to manage his compulsion to butt heads with anyone exerting power over him when they met with social superiors. But in the present, out of place and time, Hyden is vulnerable, Hyden is weak, Hyden needs his help, and so Theo lets his guard down around him.
Despite Theo's insistence that he's the one in control, Hyden IS totally manipulating him, but he's leading Theo with a rope that Theo offered to him, and Theo wouldn't have given him that rope if Hyden had appeared strong enough to yank it.
Now I know your heart, I know your mind
You don't even know you're being unkind
Thinking about the horrible creeping feeling Milana must have felt as she slowly realized just how much of an empty husk Hyden was, emotionally speaking. The shallow performance of emotions he'd put on was only to placate her and alternated between frustrating, isolating, and horrifying. Terrible realization that the thing you let into your life, your heart, your bedroom looks "human" but is actually a monster with a completely alien way of thinking (her perspective).
I’ve been trying to remember your user for forever & find you blog. I finally found it by searching “anthro do they eat their own species” on google lol. So happy to see your art again. This is my first tumblr account, but I used to love your art a while ago :3.
Aww thank you and welcome back!! I'm flattered that you put so much effort into re-finding me! Also amused that that specific piece above all others was the one you remembered!
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may I ask a silly question, one writer to another?
I just finished reading your old and new kingdom lore writing, and I'm really interested in the specific verbiage of 'magic fonts'
Does that imply there is a wellspring from which they come, or is there a different reason for the word choice? The way you describe some of them, like the Dragon's Fire or the Still Plains effect, seem to vibe with the idea that they're stationary and are coming from somewhere. But for things like The Great Forest or The Jewel Sea, (and i may be reading this wrong) it seems to imply that they are rolling through like a weather front, rather than a font of water. Are they all manifesting from unique sources? (also the consistent use of 'souring' for the magic is SUCH great and vivid verbiage i am going CRAZY over that terminology)
No worries if this isn't something you want to answer, I'm just curious and don't often get the chance to ask questions like this!
Hey there, thank you for the questions!
The "fonts" do refer to natural magical phenomena effecting a given area. They are the visible manifestation of underground mineral deposits of magically-reactive material. Magical background radiation gets trapped and refracted by some gemstone deposit deep underground until it reaches sufficient intensity to start causing noticeable effects to life on the surface.
So, they are a stationary phenomenon! They can fluctuate in intensity but won't move or disappear permanently unless the source of the font is found and removed. Avoiding them at sea would be a matter of both knowing where the fonts are and what phase of the intensity cycle they're in… some dangerous ones might be safe to travel through during lower-activity periods.
Effects generated by the fonts (weather patterns, blights, enchantments, whatnot) can spill out of their normal range when carried by waves of atmospheric magic, wind, creatures moving through the area, etc. The "borders" of the effects are a bit fuzzy.
Regarding the apocalypse: Generally, enchanted objects suffered the same unfortunate fates as the wizards that created them. If the enchanted object survived the initial incident, though, it would retain its enchantment. It is possible that it would switch to a sort of "low power mode" since the ratio of magic in the atmosphere is different now… or if it has multiple layers of enchantments, the outermost one might be stripped away. Or it might be totally fine! There was a lot of random chance in what got destroyed and what survived.
Glad you like the lore and terminology, and thank you so much for the interest!
(…I may change 'font' to another phrase in the future. It sounded better than "magic spot" or "magic blob", hah.)
The cataclysm that destroyed the world left behind a very different place. Culture and technology has changed significantly in the last several hundred years...
THE POST-FALL WORLD:
The incident that destroyed the Old Kingdoms is as famous as it is poorly understood. Some say it was the work of the dark wizard Arcturus Hyden IV, choosing to destroy a world he could not rule. Others say it was the Celestials of old choosing to smite corrupt and selfish mages for misusing their gift. Others believe it was a secret last-resort weapon of the Eastern Kingdom, deployed when they realized they were losing the war.
Regardless, the result was apocalyptic. In a fraction of an instant, magic--the lifeblood of the old world--suddenly turned sour. Any object bearing an enchantment--from the Raaja Si's glittering aqueducts to weather-ward talismans worn by rural farmers--exploded. Wizards burned from the inside out as their blood boiled within their veins. Magical fonts exploded like volcanoes, filling the sky with ash and soil and leaving behind a scarred and cratered landscape of destruction.
The old kingdoms fell completely and the world descended into ruin. Cities crumbled, ash turned the skies cloudy and gray, countless plants and animals died, and an unnatural pall seemed to fall over the land. It was as if the world itself was losing its will to live.
Those that survived built a new world over top of the ruins of the old one. With their old way of life gone and nearly all wizards and nobility dead, the new world belonged to peasants and nomads--scrappy survivors who knew how to adapt to hostile lands.
The majority of those who survived the initial event were those dwelling outside major cities. The destruction each city endured seems to loosely correlate to how much magic was in use. Therefore, Westhaven and Whitefell were particularly decimated in the West, while Raaja Si and the rest of the ring of cities around Mani Bay were utterly obliterated.
Those in the northern region of the Western Kingdom fared better than most. The surface of the earth seemed to dampen the cataclysm's effects, meaning northerners in root cellars, caves, and mining tunnels survived. Already accustomed to cold weather survival, northern language, culture, and cuisine became dominant influences in the post-fall world.
Initially, resettlement seemed fairly straightforward. Survivors attempted to repair and build anew as needed. Construction looked different without magic, though, and mundane technologies began to rapidly develop to fill these new technological gaps.
But the world wasn't done cooling. It grew colder by the year, and many fledgling towns collapsed when their pre-fall economy turned out to be impossible in the new climate. People headed south, where it was warmer, or grouped up into larger established cities. Eventually, like the Western Kingdom before it, one consolidated power came to stand above the rest: The Ironfrost Empire.
These days, most of the continent is comprised of tundra and snow-buried ruins. Though the southern edge of the continent remains habitable, the cold season feels a little longer and the sun feels a little weaker each year.
Major Post-Fall Locations:
Ironfrost - The walled city-state at the head of the Ironfrost Empire and a land of stark inequality. Ruled by a hereditary ruler known as The Iron Queen and located above a cave system fueled by the Dragon's Fire geothermal magic font, Ironfrost's fierce leadership and excellent strategic location allowed it to grow into an industrial and military power at a time when its neighbors were struggling with basic survival.
Ironfrost demands mandatory military service of its citizens, taxes from its vassal states, tolls from its roads, and obedience from its people. Though their demands are often seen as excessive, allyship with Ironfrost has significant benefits in the Post-Fall world. The Ironfrost Great Rail Line makes travel and trade feasible across the tundra, and soldiers keep the roads fee of highwaymen and beasts. Foods such as chocolate can be produced (almost) nowhere else. It is a bargain nearly all of the surviving towns in the region have been forced to accept. Even those that maintain independence, such as The City of the Sun, usually have some kind of trade deal.
The Train Graveyard - Running trains on the tundra is risky and dangerous. A massive railyard of decommissioned and damaged trains, snowmobiles, and other vehicles sits on the edge of the city, just outside its industrial district. Twisted metal bones curve into the sky and piles of frozen, rusted scrap litter the ground. Blackened by soot from the smokestacks yet also warmed by their residual heat, squatters will sometimes set up camp here if they lack the funds or credentials to make it through Ironfrost's gates.
Pinebrook (Ruins) - A former timber town that was consumed by the tundra. Much of the Great Rail Line's timber came from here. It began to decline around 30 years ago and was fully abandoned about 10 years ago, when the forests began to die and even the summers became inhospitable. These days, it sits abandoned, frozen in time and covered in ice.
Stonedeep (Ruins) - A small community located in caverns under the foothills of the Dragon's Jaw range and Alex's hometown. Insulated from the brutal cold above ground by same geothermal heat font that once powered the northern bathhouses of the old kingdom and somehow survived the Fall, Stonedeep's strange, dark, honeycombed cavern structure made it a surreal place to navigate for all but those who grew up there. Most of its residents were bats, whose wings and ecolocation abilities made navigating the dark, strange caves easier. Like many unincorporated towns, Stonedeep was relatively isolationist. Hunters and trappers would trade with nearby communities when needed, but they attempted to minimize their contact with Ironfrost or its infrastructure.
Stonedeep was destroyed roughly 30 years ago by an unknown threat, rumored to be The Shadow. Many of its key tunnels have since collapsed and scavengers have picked over the ruins. It is occasionally used as shelter from the cold by squatters, but the place is said to be too cursed to risk staying in for long.
Northcrest - Located in the small strip of the continent still able to have a growing season, Northcrest and its surrounding farmlands support Ironfrost with foodstuffs in exchange for relative independence. For hundreds of years, Northcrest has held the caput baroniae of the North family, a lineage of mage nobility that have managed to cling to their land, title and continued survival despite the fall and rise of nations around them. The ornate tracery, delicate arches and twisted wrought-iron metalwork typical of Northcrest architecture are beautiful, aging relics of a more prosperous time. Over the past decades, Great Barrens-born blights, harsher winters, the loss of working-age citizens to industrialized cities and trade competition from the City of the Sun have threatened the traditional Northcrest way of life. Time will tell whether the city will survive the family that shares its name.
August Cannery Company is the largest canning company in operation and either directly or indirectly supports much of the city's workforce.
Brimme-on-Bitterun - Also known as "Brimme"--Bitterun is the name of the river that runs through it. A chilly, gloomy industrial port city, one of several located around the the rim of what was once the Valledor coastline. Fishing is a critical industry in the Post-Fall world, with fish pulled from the seas and processed at port cities like Brimme before being shipped up to the frozen lacklocked Ironfrost imperial core.
The City of the Sun - The only place in the world still blessed by the ancient Celestials, where darkness and winter ice gives way to lush greenery and the warmth of the summer, guarded by an immortal god-king who brings his subjects prosperity and peace. At least, that’s what the City’s emissaries would have you believe. Foolhardy travelers willing to brave the forbidding tundra journey to its borders will see nothing but its miles of towering walls. Only those invited are permitted to enter. Even if you disregard tall tales about divine kings and magic plants, there is certainly something unique about the City of the Sun—the fruits, vegetables and plants it trades in can be found nowhere else on the continent. A tenuous peace agreement between the City and Ironfrost allows trade between the two regions and the flow of luxury goods such as chocolate and fruit wine to outside world. The City’s export of exotic peach fruits, once thought to be extinct by Ironfrost experts before trade opened between the two regions, are only served at the most exclusive of events.
Though located in what used to be the Old Kingdom's northern territory, The City of the Sun draws architectural inspiration from both its divine ruler's homeland of Valledor and the beautiful arches and mosaics of Raaja Si, which its founder is said to have seen with his own eyes back in his youth.
The Tundra - A vast snowy wasteland that stretches all across the former Western Kingdom. It probably has some formal name, but nobody bothers with it… it's so featureless and bleak that naming it feels pointless. Its coldness and vastness makes travel by foot impossible--snow mobile is the norm. There is little to differentiate any one part of the tundra from any other, beyond mountain ranges in the distance and small stands of pine trees. Small villages--usually built over the ruins of Old Kingdom cities or over caves or geothermal vents--dot the landscape, but far more lay uninhabited and in ruin. Many towns were abandoned when the cold crept far enough south to consume them. Others fell to bandits, beasts or disease. A few were abandoned when taken by The Shadow. Those that survive are generally those that have given themselves up to the Ironfrost empire, paying taxes and tributes in exchange for trade, safe travel, and protection. The Great Rail Line connects major towns, offering a relatively safe and fast alternative to travel by snowmobile.
The Rising Dawn Research Outpost - A tiny outpost built into the caves under the northern tundra on the far western edge of the Dragon's Jaw Mountains. The bitter, bitter cold and extremely remote location makes it inaccessible for most of the year, even to those who know its location and are in possession of sufficiently kitted out Prowlers.
It was set up to study magic and The Shadow far away from Ironfrost's prying eyes and is staffed by a skeleton crew lead by Alex and Ridge. There were more of them at one point, but several were arrested or killed (or maybe worse).
It turns out one of the weird magical signals they were picking up was, in fact, the very same infamous Old Kingdom wizard who is said to have caused the cataclysm in the first place, in magical stasis and buried under the ice. They hadn't budgeted the supplies to comfortably take on someone like Hyden, but they managed to make it through the winter with a minimum of tantrums.
The Great Barrens - The cataclysm that destroyed the Old Kingdoms ruptured the magical font powering the Great Forest. At the moment of ignition, the magic inside every tree in the forest exploded simultaneously, razing the entire wood to the ground in an instant. What remains is a scarred, burned wasteland pocked by mile-wide craters, massive shattered stumps, and the woody, splintered remains of the great trees. Though it is far enough south to experience a mild warm season, the souring of the magical font that formerly powered the land seems to have suppressed new plant growth, too. The land now is a quiet, still world of death and gentle snow, preserved in time.
The Dragon's Jaw Mountains & The Sea of White Teeth - The icy sea north of the continent has begun to solidify into a solid ice-mass. It is hard to tell where the landmass ends and the sea begins, as the whole region is now a solid sheet of white, broken by occasional steep cliffs and frozen bays.
The Dragon's Jaw mountain range remained relatively intact. Its warped, twisted peaks are as steep and perilous as ever, but the "Dragon's Fire", the geothermal heat source/magical font below the mountains, seems to have been far enough below ground to avoid being soured by the cataclysm that destroyed so much of the rest of the world's magic.
Without the Dragon's Fire acting as an underground heat and power source, life on the northern tundra would be truly impossible… for all but those in The City of the Sun, of course.
The Ruins of the East & The Shattered Sea - If it truly was a secret Eastern Kingdom weapon that caused the cataclysm, it must have been a poorly deployed one. During the cataclysm, a great magical font explosion obliterated the continent. The land fractured along the Bhati Range, and the low-lying landmass east of it broke apart and sunk into the Jeweled Sea.
Lured by rumors of lost riches and magical treasures, particularly foolish crews sailing out of Brimme sometimes trawl the shallow seas inside the shattered continent for scavenge. However, the destruction of the Eastern cities was even more complete than those of their Western counterparts (likely due to their heavy reliance on magic) and both land and sea is lousy with sour magical fonts. A few groups of pirates and Ironfrost-resisting Eastern-descended isolationists carve out a meager existence among these rocky islands, but the rocky, windswept islands are not capable of sustaining large settlements. It is generally agreed that only the most desperate (or perhaps those with something to hide) would venture into this cursed, barren place.
Fishing boat captains passing by the coast will often encourage new shiphands to pick up a pair of binoculars and point them toward the ruins of Mani Bay. The ruins of Raaja Si's ornate aqueducts can still be seen poking out of the shallow sea.