Beetle barbarian for a game Iâm trying to work on.

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@lucid-dakou
Beetle barbarian for a game Iâm trying to work on.

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Excerpt from "Guide to Lowlanders Vol 01" translated from its original Skylean.
Perhaps the most wide spread and prevalent intelligent species on Layridin is the Ploverlor. Ploverlor, or "Plovers" as they are commonly called, are on the shorter end of average height, usually only getting as tall as 5'9" or 6'2" on average. Their skin is smooth and tends to be gray with a white underbelly, and dark grey or black and orange-ish markings. They have two large eyes and blunt snouts. Sprouting from their head is anywhere from one to four horns on average. Hanging from the back of their head is a bulbous "gas bladder" leading to the nickname "sac heads," but this is considered a derogatory term. They have short, stumpy tails, usually concealed by their clothing. The middle finger on their hands ends in what many Plovers refer to as a "grubbin' claw," possibly a hold over from an early ancestor that used it to dig for insect larvae in trees and logs. Ploverlor lack fur or feathers and only seem to grow hair on their heads and nether regions. Â The gas bladder on the back of a Ploverlor's head is, perhaps one of their most defining features. This balloon-like structure inflates with a type of natural gas. The gas has no odor but it is thick and hangs low in the air when expelled. With a simple muscle contraction, a Ploverlor can expel a thick cloud from the gill-like vents along the sides of their head creating a natural smoke screen. Very handy when one doesn't want to be seen! Once expelled, it may take several hours to build up the smoke again.
Native to the northern regions of Sullan, two variants of Ploverlor seem to have developed as a result of regional differences. These two are commonly referred to as "Eastlanders" and "Westlanders" based on each group's geographic location of origin. Eastlander Ploverlor originated in the misty valleys and foot hills of the north eastern Sullan island, famous for their top quality garments made from Wooly Jumper fleece. The Westlanders, obviously originated along the western coast of mainland Sullan, where they formed bustling fishing villages and trade hubs. Westlanders have formed a strong relationship with the Kren Merchant's Guild as a result of this. There are also physical difference between the regional Ploverlor as well. Eastlanders tend to have a more bulbous, rounder gas bladder with a bumpy, sometimes even spiked ridge running down the middle of it, as well, their "grubbin' claw" starts at the first digit after the knuckle. Westlander Ploverlor have a more elongated, smoother, gas bladder lined on both sides with a wing-like fin ending in an almost tail-like protrusion and a more pronounced first gill. Additionally, Westlanders' "grubbin' claws" begin at the knuckle and lack any additional articulation.
Ploverlor has spread across the entire civilized world, some even managing to adapt to life on the Sky Dragon! Their innate magical aptitude and high birth rate of magically gifted children is likely a contributing factor to their success as a species...
Hey, I just want to say that the work you've put into creating a fantasy world is part of the reason I finally started drawing and making my own stories. I know you've been going through rough times but I want you to know that I'm grateful for you inspiring me.
I just want to say, before Tumblr implodes; Thank you so much for these kind words. I know Iâve whined and moaned a lot about things but things like this make things feel worth it. Thank you for your support, and good luck in your own works as well!
Happy Thanksgiving!
Happy Thanksgiving to you too
Happy Halloween!
Happy Halloween to you too.
Itâs supposed to be raining all day and I have to work so I doubt Iâll see any Trick-or-Treaters...

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Excerpt from "Wizardry: A Guide to Magical Realms" Prologue, by Professor Maureen Hanlen
At first, I did not believe it when the messenger said that Anerassi of Thorenald had requested my aid in writing one of her books, but I suppose the study of magic is not her forte, after all. As with many people in the world, most simply aren't born with the potential to learn magic. Manipulating reality is a gift one must be born with and cannot be taught, only nurtured and developed. Genetics do not seem to play a part, as two gifted individuals are not guaranteed to produce a gifted offspring. Similarly, two ungifted individuals may produce a gifted child. Species, however, does seem to play a part, though no one, currently, seems to know why this is. We Ploverlor have the highest birth rate of magically gifted children, meanwhile, Lohrkes have one of the lowest. Hat'kal appear to be unable to produce gifted offspring, but that may also be due to their inability to speak the verbal components of magic.
To begin, I suppose, it would be best to start with the basics. Primarily, the schools of magic, as they are known to us scholars. There are two commonly acknowledged schools of magic covering a broad spectrum of subtypes which we will go into more depth later in this book. The first school is known as Elementalism. Elementalism uses ancient techniques, pioneered by an ancient civilization, thought to have belonged to a race of gods. These enigmatic beings were able to use these techniques, a combination of verbal components and hand gestures, to bend the elements, the4 very fabric of reality, to their will. Many magic universities, such as the one in which I am employed, have been studying these techniques, recovered from ancient texts and reliefs, to better understand their nature, and even develop new ways to use them, such as a recent discover of, what is now known as "Spatial" magic, or the ability to manipulate the space between objects. I will expand more on the varying known types of Elementalism later in this book.
The second school of magic is known as Transmogrification, or "Body Alteration." This school has a staggeringly wide array of applications and will probably require multiple chapters to cover in detail. The basic principals involve a practitioner alters their own body to take on properties of another creature or object. One example of this could be a Transmog mimicing the abilities of a deadly Pearl Toad to crystalize their saliva into a highly venomous barbed coating. Some scholars in the greater magic universities are even, purportedly, trying to develop a means to combine Transmogrification and Elementalism. As of the writing of this book, their experiments have only met with disastrous results.
While not magic, per say, I feel it necessary to mention the Lohrkes and their "Technomancy." Technological devices that manage to emulate the effects of magic. It's o wonder, their their low rate of gifted births, that they would seek alternate means of simulating magic's effects. Anyone with a functional appendage could now wield the power to control lightning with the press of a switch, for instance. Absurd, if you ask me. As if any simple device could properly capture the subtle nuances and sophisticated arts of real magic. It's a little sad, really.
Finally, while I, personally, do not believe in its existence, or at least, that it is any different than ordinary Elementalism or Transmogrification, the concept of "Divine" magic is hotly contested. There are those out there who would believe that, through strong enough faith, that they can invoke the will of their "gods." These claims are based on legends of saints performing miracles in ancient times. If this were the case, then why would the gods have bothered to gift us with magic in the first place, if any heretical priest of monk could just call down the divine wrath of their false idols? Preposterous!
If you enjoyed this read, please consider supporting my patreon. The next Anerassiâs Journal topic will be up for vote soon. https://www.patreon.com/Queblock
Work sketch practice drawing Anerassi again, since I haven't drawn here is a long time. Also drawing her with the updated design for Nedynvor.
I rarely actually seem to draw my Layridin Journeys characters together interacting. Hereâs a work sketch of them waiting out a storm in a cave and catching some much needed rest.
Wanted to try and draw a cute picture of Marana while at work last night.
Again
I am going away again. I now have definitive proof that I am not allowed to be happy.
Crisis seems to be averted. Sorry to worry anyone.

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Again
I am going away again. I now have definitive proof that I am not allowed to be happy.
Excerpt from âDenizens of the Underlands, Chapter 3: ShuâTomaâ by Anerassi of Thorenald. Translated from its original Skylean. The Lohrkes of clan ShuâToma, commonly referred to as âLake Lohrkesâ due to the environment they tend to dwell, are, perhaps, best known for their invention of a device they call a âBatteryâ. Pioneers in the field technomancy based around âelectricity,â which is a type of energy very similar to lightning, as far as I understand it. While, living under ground, the Lohrkes of ShuâToma, obviously, have never encountered lightning, the discovery of âelectricityâ originates with the humble Shocker Crab, a crustacean native to the underground rivers and lakes beneath the continent of Toet. These, normally, diminutive little fellas have the ability to build up energy in their bodies and then discharge this energy through the spines on their back, or through their claws a short distance. The Lohrkes of ShuâToma noticed this and figured out a way to harness this energy by storing it in large, cylindrical devices they call âBatteries.â Now, little crabs certainly wouldnât be an efficient means to power a civilization, now would it? The technomancers of ShuâToma developed specially designed dams at strategic locations through the underground rivers that generate large quantities of âelectricityâ which is then stored in large power houses for distribution. The soldiers of ShuâToma clad themselves in composite armor made up of metal, rubber, and carapace harvested from Shocker Crabs. The rubber and the Shocker Crab parts help to conduct and disperse the âelectricityâ and protect the wearer from their own weapons. The Technomancy weapons of ShuâToma all harness the energy of âelectricityâ though in different ways. The Shock Maul, for instance, is a two-handed (for the diminutive Lohrkes anyway) melee weapon, that plugs into the port on one of their backpack harnesses. Shock Mauls, when activated by squeezing the lever located at the base of the handle, becomes a heavy, blunt object that delivers a powerful shock to its victims in addition to the blunt force trauma, ouch! The Shock Lance, is perhaps, their most impressive and terrifying weapon. A large, two-handed weapon designed to strike at long range. A device they call an âAir Compressorâ is hooked up to the backpack harness. The âcompressorâ builds up and stores pressurized air, which is then released through the weapon, via a long tube hooked into the back. Using this air, the Shock Lance launches long metal spikes called âGuide Rods.â Upon becoming embedded in an object, or victim, a button located near the firerâs thumb can be pressed to unleash a blast of âelectricityâ that is drawn to the âGuide Rod,â much like lightning to a lightning rod. As if being impaled by a large metal rod wasnât bad enough! The handle on top of the device, used to brace and aim, is also a lever. When pulled up, the claw-like barrel of the Shock Lance opens, and the power for the device is cut off. This allows a team mate, or if necessary, the gunner, to load a new Guide Rod into the barrel for the next shot.
Query
So, I'm looking for some outside opinions regarding the fabled comic I've been "working on" since 2009. 1) As potential readers, would you prefer the comic be at the best that it can be, quality wise, or potentially lower quality art, but actually get posted? (Pretty sure I know the majority answer on this one) 2) As potential readers, how long of a gap between pages do you view as "acceptable?" 3) Would an extended gap between chapters be acceptable if it meant less time between pages being posted? 4) Would anyone be interested if I made an ask blog for Layridin world building where people could ask about the setting and I would try to answer in character?
happy easter man, and I guess April fools as well. Huh, hey if you could combine any two holidays together what two would you pick?
Happy Easter.I guess Iâd combine Thanksgiving, which is my favorite holiday because food and family, and... Christmas I guess, since that too is an enjoyable family gathering with good food.I am fat...
I sketched a rival for Nerukese a while ago, based off a shape I saw in some leaves outside my office window. These are what came of it.

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Excerpt from âDenizens of the Underlandsâ Chapter 8, BorâChaul The Lorhkes of clan BorâChaul, also commonly referred to as âArctic Lohrkesâ by the low landers, due to their brand of technomancy, and not actually for the environment they live in. Under Layridinâs surface, the temperature, generally stays at a fairly comfortable level. The bulky, warm clothing they commonly wear going into battle or into hostile environments is actually to protect them from their own weapons. The most common technomancy to see warriors of BorâChaul carrying are the Thermal Bunker or the Thermal Lance. The Thermal Bunker is a bulky melee weapon that straps to oneâs forearm. One size does not fit all, however, as I found out, a Nedynvorâs arm is far to large to fit the harness straps for this weapon. The weapon works by firing a retractable spike into the target, and if having a large metal spike stabbed into you wasnât enough, the weapon has the added effect of freezing a large area near the point of impact at alarming speed. The technomancers werenât willing to go into how the device truly works, not that I would really understand, Iâm sure, but they explained the rapid freezing was a result of the secondary function of the device. After the spike is inserted in a target, the weapon âdrains the heat from the victimâ somehow. But they wouldnât tell me how that was supposed to work, simply telling me that it was âtechnomancyâ and they learned how to implement it from studying the local fauna. When the weapon begins the draining process, it releases creates a backblast of frigid air behind it, which is why the Lohrkes wear the protective gear.
The Thermal Lance is a similar weapon and works under the same basic idea, however, the Thermal Lance can launch its spike at range. It is capable of projecting the spike up to, roughly 9' and a pair of motors in the body of the weapon retract the spike after it has completed its âdrainâ. The Thermal Lance is most commonly employed by the BorâChaul Snail Cavalry. Yes, âsnail cavalry.â Clan BorâChaul has managed to tame the large frost wreathed snails that live near the surface of their lands. These snails seem to also be where they learned how to make their thermal weapons work, as these large snails have large harpoons that they launch out to quickly disable prey for consumption. While riding something like a snail may not seem like the smartest choice in mounts due to their lack of speed, they are, however, built like tanks. Their shells are incredibly hard and cover a large portion of their bodies. In addition, the snails are able to traverse the cavern walls much like their Lohrke masters.
I am trying to get myself back into enjoying drawing again. So Iâm posting some work sketches. My scanner, however, is not available right now, so here are some crappy phone pics Hereâs some D&D-esque characters I sketched. A gnoll fighter, a Thriâkreen ranger, and a Kobold rogue