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@ellulemmu
Underrated duo alert

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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 β Midgard
The Grassland Realm is the most βnormalβ and terrestrial of the nine, echoing Midgardβs 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.β
The false sky here feels open and wide, with regular dayβnight 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. Villageβlike 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.β
The tone of this realm is balance and perspective: it is where dragons are closest to the βsurface world,β 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.β
Fire Realm β Muspellheim
The Fire Realm channels Muspellheimβs core identity as a world of heat, flame, and creationβthroughβdestruction. Rivers of slowβmoving lava cut through black volcanic plains, cooling into knifeβsharp basalt ridges and glassy obsidian fields that reflect the orange glow of fissures beneath the crust.β
Air here occasionally shimmers with heat distortion, and ash at times falls like dark snow, sometimes forming drifts in sheltered hollows where fireβresistant plants or crystalized mineral βflowersβ 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.β
Fireβaligned dragons in this realm would be heavily heatβadapted: thick, scaleβplated 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 Muspellheimβs association with the forces that can both forge and end worlds.β
Ice Realm β 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.β
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.β
Dragons here are built for endurance and stealth: thick insulating fur or layered scales, frostβdulling 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 Jotunheimβs mythology.β
Giant Realm β 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.β
The terrain consists of colossal stone arches, canyonβdeep ravines, fields of two-story-tall grass, and colossal hollowedβout trunks that function as natural tunnels or caverns, with waterfalls dropping hundreds of meters into mistβshrouded 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.β
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 aweβinspiring and humbling, echoing Nidavellirβs mythic association with beings who build wonders beyond mortal scale, now expressed as a world where the landscape itself is the overwhelming artisan.β
Crystal Realm β Asgard
The Crystal Realm serves as your Asgard: elevated, luminous, and visibly βaboveβ the other realms in both symbolism and design. Vast crystal outcrops rise like citadels from floating or semiβsuspended 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.β
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 dawnβlit 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.β
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 guardianβtype or βroyalβ dragons, high councils, and ancient pacts, mirroring Asgardβs role as the home of gods and keepers of cosmic order.β
Nature Realm β Vanaheim
The Nature Realm channels Vanaheimβs association with fertility, prosperity, and deep ties to the natural world. This environment is lush to an almost overwhelming degree: towering trees form multiβlayered canopies, with rows of long, thick vines hanging like curtains and bioluminescent flowers blooming in shaded undergrowth.β
Rivers split into countless tributaries and wetlands, forming marshes, lagoons, and crystalβclear 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 plantβrustling creatures create a constant, living soundscape.β
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 passiveβlife here is in constant growth and flux, embodying the Vanirβs domain over abundance, cycles, and the deep magic of living systems.β
Desert Realm β 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.β
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 realmβs connection to light in all its forms.β
Dragons adapted to this realm would likely have pale or heatβreflective scales, membraneβthin 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, shadeβgiving rock formations, and deep desert caverns, emphasizing the tension between harsh survival conditions and the striking purity of light that defines Alfheim.β
Dark Realm β 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.β
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.β
Dragons here often favor stealth and precision: muted coloration, slender bodies for slipping through tight spaces, echolocation or sensitive whiskerβlike frills for navigating in nearβtotal darkness, or even deadly poisons and venoms. This realm is perfect for secretive conclaves, hidden forges, or forbidden knowledge, echoing Svartalfheimβs mythic role as the workshop of enigmatic, subterranean beings who craft objects of great power in their shadowed halls.β
Storm Realm β Niflheim
The Storm Realm reimagines Niflheimβtraditionally a world of cold mist and deathβas 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 needleβthin and others broad enough to host precarious nesting ledges.β
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.β
Dragons that inhabit this realm are powerful flyers and swimmers: strong wings to fight hurricaneβforce gusts, waterβresistant 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 Niflheimβs mythic qualities of cold, obscurity, and proximity to deathβbut expressed through an everβmoving, stormβlashed ocean instead of static ice.β
Thoughts?
I made HTTYD Dragons in Spore! π¦
[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!!π€©
β οΈ Danger deep water
Thank you Pinterest for this random quote to fill my painting!

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π₯βοΈScorchedβοΈπ₯
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 β
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.
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
These dragons ADORE beef and have a special symbiosis with monstrous nightmares This species belongs to the awesome @ellulemmu! Who gave me permission to add her dragon species to The New Book of Dragons!

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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THIS IS FANART OF @ellulemmu 's ORIGINAL SPECIES
I thought this design was super cool and wanted too draw it!
also this thing i did the other day old man mikey from that tnr spinoff series or something idk i didnΒ΄t watch it
Thunder OUR beloved fury..
Attempting a recovery from the deepest pit of art block burnout triple decker combo i evuh experienced
I always thought this looked so delicious as a kid
My side of the art trade with @geckoodles featuring Arnwynn! Thank you for doing one with me!

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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The Marshlands
In httyd there was one biome that i feel like they MAJORLY passed over. The marshes. Especially when you consider that there is an entire section In the Complete book of dragons (by cressida Cowell) About the marshland dragons. These dragons would be at home in the mud, silt, and murky waters. Mostly home to ambush predator mystery class and mud loving boulder class. Most dragons in this biome have methane based fire breath.
The snapptrapper and speed stingers are also residents of marshlands
Kuutei Dragons (Drifting Dragons) by Taku Kuwabara