Social anxiety in dragon form
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@ellulemmu
Social anxiety in dragon form

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ARTFIGHT RAHHHH ( I'm still working on my profile a little don't mind that TT ).
An art gifting game
Any way the wind blows doesn't really matter to me, to me
I too am on artfight
Some redesigns for my AU!

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Reimagining Rescue Riders dragons into the HTTYD movie universe
Part 6: Slinkwing
Class: Mystery
When you own a farm, you should be well aquainted with whatever critters that might help themselves to your crops. In the world of dragons the most annoying pest that could ever invade onto your fields is the Slinkwing.
Slinkwings are scrawny, medium sized dragons, whose primary way of getting food is raiding other dragons' nests for their eggs, or completely emptying villages' food storages leaving not a crumb behind.
These slippery devils commit crime in packs, meaning if there's one - there's many. Slinkwings can consume entire patches in one night completely unseen thanks to their ability to turn invisible - Making them almost impossible to catch. And that's not all! If by rare chance you manage to grab a hold of one these scroundrels, you will be blasted by their sticky green goo and rendering you pretty much immobile.
(I'm gonna start making the descs a tad shorter, they somehow been taking longer than drawing the dragons)
Uhhh I really got into assassins creed unity…I really like these guys :))
THE EYE OF THE DOOMFANG
Short story concept:
(Takes place after the second movie, before the third.)
Berk's fishing crew had left their usual waters, following a rare migration of fish into the frozen north. It had been 2 weeks since last terror mail was received and a rescue team was assembled: hiccup, snotlout, and fishlegs. After several days of flying they find the crew thanks to their smoking campfire. 3 men and 2 dragons were lost and the ships were obliterated. The survivors said it was jormungander itself, A giant black serpent with eyes so blue they froze you in your tracks. There was no warning signs, it just attacked. Hiccup and crew escorted the survivors back to berk. (this took a week as there were several injured survivors, human and dragon) The moment they returned to berk hiccup started planning an expedition to go back and find the serpent. Fishlegs dove into research and came up with nothing. Till eret heard the story. Before the dragon hunters came, his tribe had originated in the far north. He remembered the old legend of the doomfang, a giant serpent that was only found at the end of the world. It's breath so cold it froze the air and eyes so blue and piercing they stole your very soul. Hide so thick and smooth that nothing could pierce it, and such speed that no ship could overtake it. Or escape it. This just made hiccup want to leave even more but he had responsibilities.
After several months hiccup finally had the time to actually go. Astrid insisted to take someone with him and eret was voluntold. Him having the most experience in the frozen north. on the second night of travel eret remembered another fact about the doomfang, It was said it responsible for the auroras. It would breathe into the sky and all the souls it had consumed became the auroras. So whenever the auroras, it was the doomfang releasing the souls of the dead. Also entering the mouth of the sleeping beast would let you enter the underworld.
After arriving to the ice fields they quickly find evidence. An entire fleet of dragon hunter ships, rendered into a few planks are a torn piece of cloth. On the horizon they could see an enormous wake. Speeding off, Hiccup and eret catch up to the tip of the tail as it enters a massive, half submerged, ice cave. Unable to follow they fly up to the top of the ice sheet and take a break. Trying to figure out how find it. Eret want to go home, they've seen enough. Hiccup says they should look for other ice tunnels maybe catching it leaving one. As a snow storm suddenly hits, a distant, deafening, crack is heard. The crack of an ice sheet being spit. In the distance an aurora blasts out of the ice. They quickly mount their dragons and fly over, only to find a quickly closing crevasse. With the other option being freezing to death they dive into the crevasse as it closes behind them.
Hiccup, toothless, eret, and skull crusher find themselves in a massive semi hollowed out iceberg. They land on some solid ice and take a minute to breathe. The darkness behind them stirs. An eye the size of a typhoomerang opens. Deep and piercing as if the glacier itself was looking at them. Colors shifting and changing as it stares. All they could do is return the stare frozen in fear and awe. The dragon reared its massive head and gave them a very confused and offended look. The massive dragon flicks its toungue, takes a second to figure out it its food and attacks. (Its mouth opens like the predators and it basically has a second face/set of jaws that looks like a human skull. nice and horrifying) Toothless tackles hiccup to safety as a long tongue strikes out, and they quickly leave. Toothless roars and tried to stop the dragon, but that just lead to another offended and confused look. narrowly Dodging a bite, They escape into one of the many offshoots to the cavern. The doomfang swiftly follows as they fly through the icy maze of tunnels. Barely escaping by flying straight up after the exit. The dragon speeds out into the ocean and turns looking for its rude meal. Toothless and skull Crusher hid in the clouds. Flying away as fast as possible.
When Hiccup and crew returned to berk and told their story there was a general agreement to not go that far north again. Aside from hiccup who wanted to immediately go back. (Astrid made sure that never happened. that and the cold hiccup caught.)
Underrated duo alert
HTTYD: Reconceptualizing the Nine Realms
(Decided to do this since I didn't really like the King's Realm and God's Realm, and decided to make some alterations to others to make them all fully match the Nine Realms)
Grassland Realm – Midgard
The Grassland Realm is the most “normal” and terrestrial of the nine, echoing Midgard’s status as the human world and cosmological baseline. Broad rolling hills dominate the landscape, broken by winding rivers, small lakes, and stretches of forest that shift from temperate woodlands to coastal groves along sandy beaches, creating a sense of familiar variety rather than extremity.
The false sky here feels open and wide, with regular day–night cycles from the adapting fungi, predictable weather from a mix of geothermal vents and and subterranean water sources and magnetic fields, making it the realm where migratory dragons might rest, nest, or raise young in relative safety. Village‑like dragon communities form around river valleys and sheltered bays, with burrows or cliffside nests overlooking the water, and prey species such as fish, small mammals, and flocking birds providing a rich, renewable food web.
The tone of this realm is balance and perspective: it is where dragons are closest to the “surface world,” and where human visitors would feel most at home, making it ideal as a narrative starting point, a diplomatic meeting place, or a neutral ground between more extreme realms.
Fire Realm – Muspellheim
The Fire Realm channels Muspellheim’s core identity as a world of heat, flame, and creation‑through‑destruction. Rivers of slow‑moving lava cut through black volcanic plains, cooling into knife‑sharp basalt ridges and glassy obsidian fields that reflect the orange glow of fissures beneath the crust.
Air here occasionally shimmers with heat distortion, and ash at times falls like dark snow, sometimes forming drifts in sheltered hollows where fire‑resistant plants or crystalized mineral “flowers” cling to existence. Lightning from dry volcanic storms may arc between ash clouds and the tallest lava chimneys, creating a constant risk of ignited gas plumes and explosive eruptions.
Fire‑aligned dragons in this realm would be heavily heat‑adapted: thick, scale‑plated hides, glowing vents along their throats or flanks, or wings built to ride thermal updrafts rising from magma lakes rather than conventional air currents. Social behavior may revolve around territorial control of the safest ledges and crater rims, and conflicts here feel apocalyptic and raw, reflecting the mythic Muspellheim’s association with the forces that can both forge and end worlds.
Ice Realm – Jotunheim
The Ice Realm draws on Jotunheim as a land of frost giants and unforgiving cold, and it expresses that through towering, inhuman scale ice formations and constantly shifting hazards. Glaciers grind slowly through deep canyons, creating echoing crevasses and ice caves tinted blue and violet where refracted light filters through meters of frozen water.
Blizzards are frequent and blinding, transforming open plains into white voids where only jagged ice spires, cliff edges, and sparse snowy forests give any sense of direction, and the temperature plunges rapidly whenever winds accelerate across open ice. Beneath the surface, subglacial streams and trapped geothermal vents create pockets of mist and thin ice, making navigation a matter of experience and instinct rather than raw strength.
Dragons here are built for endurance and stealth: thick insulating fur or layered scales, frost‑dulling coloration, or broad wings for soaring over thermal differences between sea ice and inland glaciers. Their behavior likely skews toward patient ambush hunting and long, silent migrations following seasonal cracks in the ice, embodying the ancient, slow, and relentless side of Jotunheim’s mythology.
Giant Realm – Nidavellir
Casting Nidavellir as the Giant Realm turns the idea of a place of master craftsmen into a realm where the environment itself is the craftsman, shaping beings by sheer scale. Here, cliffs rise like the sides of skyscrapers, root systems are as thick as towers, and boulders are the size of small islands, making most dragons feel relatively small, even when fully grown.
The terrain consists of colossal stone arches, canyon‑deep ravines, fields of two-story-tall grass, and colossal hollowed‑out trunks that function as natural tunnels or caverns, with waterfalls dropping hundreds of meters into mist‑shrouded basins. The light from distant ceiling fungi often appears low and occluded, filtered through layers of stone, vegetation, or overhangs, adding a sense of subterranean twilight even in open spaces.
Dragons that thrive here may possess immense strength in proportionally compact bodies, with powerful claws for climbing and gripping vertical surfaces, and wings that emphasize maneuverability in tight spaces between giant roots and stone pillars, while others may be built to fit their bug-like size in comparison to the massive world around them. This realm feels awe‑inspiring and humbling, echoing Nidavellir’s mythic association with beings who build wonders beyond mortal scale, now expressed as a world where the landscape itself is the overwhelming artisan.
Crystal Realm – Asgard
The Crystal Realm serves as your Asgard: elevated, luminous, and visibly “above” the other realms in both symbolism and design. Vast crystal outcrops rise like citadels from floating or semi‑suspended landmasses, with a colossal, glowing central crystal in the largest room acting as a throne or nexus, radiating colors from the crystals and fungi on every wall.
The terrain is dominated by faceted structures: crystal bridges, translucent spires, and mirrored planes that refract and scatter light into radiant halos, making the entire realm seem perpetually dawn‑lit even without a direct sun. Ambient energy hums through the ground and in the air, seen as drifting motes of luminescent particles or thin auroral ribbons that coil between crystals like living currents.
Dragons of this realm might exhibit bioluminescent markings, reflective scales, or even partial crystalline growths that resonate with the crystals around them, while others might be made to blend with the sparse areas of darkness that persist between the myriad colors. Socially, this realm feels ceremonial and hierarchical, suitable for guardian‑type or “royal” dragons, high councils, and ancient pacts, mirroring Asgard’s role as the home of gods and keepers of cosmic order.
Nature Realm – Vanaheim
The Nature Realm channels Vanaheim’s association with fertility, prosperity, and deep ties to the natural world. This environment is lush to an almost overwhelming degree: towering trees form multi‑layered canopies, with rows of long, thick vines hanging like curtains and bioluminescent flowers blooming in shaded undergrowth.
Rivers split into countless tributaries and wetlands, forming marshes, lagoons, and crystal‑clear pools where brightly colored fish and amphibious creatures thrive, and where dragon hatchlings can safely learn to swim or hunt. The air is thick with pollen, spores, and insects, and the sounds of birds, small reptiles, and plant‑rustling creatures create a constant, living soundscape.
Dragons of Vanaheim are closely integrated with their ecosystem: some may camouflage perfectly against bark and foliage, others may pollinate colossal flowers, or engage in symbiotic relationships with plant life that offers protective cover in return for seed dispersal. This realm feels peaceful but not passive—life here is in constant growth and flux, embodying the Vanir’s domain over abundance, cycles, and the deep magic of living systems.
Desert Realm – Alfheim
The Desert Realm reinterprets Alfheim, the realm of light, through heat and glare instead of ethereal forests. Endless dunes of pale or golden sand roll under a merciless "sun", with minimal cover and an almost oppressive brightness that can wash out color and flatten shadows at midday.
Mirages ripple across the horizon, turning distant rock outcrops or scarce oases into shimmering illusions that test the senses of travelers and predators alike. At dawn and dusk, the low sun explodes into bands of orange, red, and violet that give the desert an otherworldly beauty, and during the short nights, the sky becomes a crystalline vault of stars, reinforcing the realm’s connection to light in all its forms.
Dragons adapted to this realm would likely have pale or heat‑reflective scales, membrane‑thin wings designed for soaring on hot updrafts, or the ability to see through harsh glare or detect heat signatures through shimmering air. Their behaviour might revolve around carefully guarded watering holes, shade‑giving rock formations, and deep desert caverns, emphasizing the tension between harsh survival conditions and the striking purity of light that defines Alfheim.
Dark Realm – Svartalfheim
The Dark Realm aligns cleanly with Svartalfheim, realm of dark elves and subterranean mystery. Much of this realm is underground or cloaked in perpetual twilight, with labyrinthine cave systems, narrow tunnels, and cavernous chambers lit only by faint phosphorescent (and sometimes toxic) fungi, mineral veins, or the dim glow of dragon eyes.
The air is cool and still, carrying echoes over long distances; small movements can sound amplified in the quiet, making stealth both difficult and essential. Pools of perfectly still black water reflect ceiling formations and the faintest light sources, creating a disorienting sense of depth and inverted space.
Dragons here often favor stealth and precision: muted coloration, slender bodies for slipping through tight spaces, echolocation or sensitive whisker‑like frills for navigating in near‑total darkness, or even deadly poisons and venoms. This realm is perfect for secretive conclaves, hidden forges, or forbidden knowledge, echoing Svartalfheim’s mythic role as the workshop of enigmatic, subterranean beings who craft objects of great power in their shadowed halls.
Storm Realm – Niflheim
The Storm Realm reimagines Niflheim—traditionally a world of cold mist and death—as a violent, oceanic maelstrom of fog, thunder, and treacherous seas. Here, rough seas of frigid waters stretch nearly endlessly, broken by jagged rock spires that jut abruptly from the depths, some needle‑thin and others broad enough to host precarious nesting ledges.
The sky is almost never clear; low, dark clouds churn overhead, birthing constant thunderstorms that hurl rain, sleet, and lightning into the churning ocean below. Sheets of fog roll across the surface, reducing visibility to a few meters and turning even nearby rocks into looming, ghostlike silhouettes; the combination of fog, rain, and spray creates a perpetual sense of disorientation and danger.
Dragons that inhabit this realm are powerful flyers and swimmers: strong wings to fight hurricane‑force gusts, water‑resistant scales, and acute senses tuned to sound and pressure and electrical changes rather than sight. Their nests cling to sheltered crevices on tall spires, and their lives are a constant negotiation with the elements, embodying Niflheim’s mythic qualities of cold, obscurity, and proximity to death—but expressed through an ever‑moving, storm‑lashed ocean instead of static ice.
Thoughts?

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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I made HTTYD Dragons in Spore! 🦋
[Part 15, Modded Game]
Today's Dragon Is: the Songwing! + Redesign
The Songwing in Spore is based off the Canon Design, the Redesign was for a HTTYD Fangame that is being made! [Dragons Of Berk by Wickerseas] It was later decided not to include dragons from Rescue Riders (not even redesigned), so this concept was scrapped...
However! I managed to change the design enough (basing it on my redesign instead of the canon one) that it became a different, new dragon species I then called Melodious Enchanter, which is officially going to be added instead and it's currently in progress and will soon have a 3D model!!🤩
⚠️ Danger deep water
Thank you Pinterest for this random quote to fill my painting!
🔥☄️Scorched☄️🔥
And so I thought "what if I take my art seriously for once and try some greyscale painting-"
And then got posessed
Can compare to a 2020 piece below ◇
here's where to find it on windows 10
Ugh, it was in mine. It's off now.
IT GETS WORSE
I had to turn this off, but it's something that allows Windows and anyone using your device to generate text/images.
LOBOTOMIZE YOUR MACHINES
AI is a freacking plague, I share this for any windows user.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Night fury baby ideas exploration (including the current canon marketable pudgy one)
I thought I'd try my hand at sketching some of the dragons in the nine realms