I did what I didn't want to do. A valiant servant of the chaos gods sacrificed a critical part of his armour kit to give me something that looks a bit like a speaker for the muzzle of the sonic blaster.
I don't think he minds.
The end result looks just like I hoped. The skull and jaw placement will need some finesse to ensure the grille's not hidden, but I'm surprisingly happy. Also meant some pinning to line it up properly and I'm a sucker for pinning, just a tad more than I'm a sucker for magnets.
Bloody Chalice
Art asset for The Elder Scrolls V: Skyrim
Dawnguard DLC
*Artist Unknown* If anyone knows the artist comment below
Rant about feeling guilty about ranting.
Do you ever start to type a rant or a vent post and just... delete it all? "It's not worth making a fuss," or "you don't need to air your dirty laundry." Fuck. I want to just talk about my worries and frustrations without feeling upset with myself. I promise I'll actually post this one. I deserve to speak about my feelings, but sometimes it's hard to prioritize my own feelings over someone else's comfort. Stupid.
Elesh Norn, Mother of Machines finishes out our group of praetors! Definitely a powerhouse, I’m looking forward to playing her.
The Spirit Of The Samurai is a 2.5D side-scrolling samurai action horror game where you slay grotesque stop-motion monsters!
Read More & Play The Beta Demo, Free (Steam)
Gameplay Video:
i bought paws at a con recently and i have been having fun rubbing my bf's cheeks with them. Like doing biscuits on his face. They're so soft!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
*show u my pawws* do u think they're cuute
*show u my paws* do u wnna touch them
*show u my paws* do u think they're soft paws
*show u my paws* do you love and care my soft paws
𝑲𝑯𝑶𝑹𝑵𝑨𝑻𝑬 𝑭𝑨𝑼𝑵𝑨 - 𝑾𝑨𝑹𝑯𝑨𝑴𝑴𝑬𝑹 𝑭𝑨𝑵𝑻𝑨𝑺𝒀
Khorne lacks the whimsy of his siblings and so does not find it prudent to actively design life forms for his Kingdom, especially not when the mutating energy of the Warp does this anyway. Thusly, almost all fauna and flora in Khorne's kingdom are not the Blood God's doing. That being said, Khornate daemons interact with these creatures in ways important to their culture and traditions and so the Blood God makes no move to exterminate most of them. This list is not exhaustive.
Blood Worms - An invasive species originating from the lands of Nurgle, Blood Worms were Bloodletter parasites that have grown fat on the death and gore of Khorne's realm. They are massive beasts able to swallow a Bloodthirster whole.
Flesh Hounds - The Sole Creatures created by Khorne's hand, Flesh Hounds are fiercely territorial daemon-dogs whose packs can number in the hundreds. The hunt overground when hungry and sleep underground in nests of bones when inactive. Like mortal dogs, Flesh Hounds come in a wide variety of breeds and even species.
Brass Ticks - Another Nurgle-devised parasite unique to Khornates.
Blood-Flies - Tiny crimson insects that feed on the blood-nectar of black-petaled Death-Flowers near the Tree of Souls. They lay their eggs in the bodies of the fallen, which give rise to Blood-Fly Maggots. Though called flies, they serve a purpose more similar to bees and are aggressive as wasps.
Brazen Bulls - Brass-furred daemon-beasts and one of the few obligate herbivores in the Aethyr. They consume the twisted, gnarled vegetation of Khorne's realm. Brazen bulls are ritually hunted and killed by daemons and, when they fin their way into the mortal realm, by men. Their prized brass skulls are offered to Khorne and their blood and bones are used in rituals and rites. They resemble bulls of various species. Their horns are often turned into war-horns or drinking devices.
Drownscale - Living in the myriad Blood Lakes and rivers snaking through the Realm of Khorne are the Drownscale. These reptilian horrors snatch the unsuspecting from the banks of their territory in the manner of giant, bloodthirsty daemon-crocodilians.
Drowndrake - Similar to the Drownscale, Drowndrakes are massive creatures that make their homes in the abyssal blood-oceans of Khorne's realm. They are more draconic than the Drownscale and can breath blood-fire onto enemies, but prefer snatching daemons from the sky and dragging them to a watery doom beneath a sea of boiling blood. Drowndrake skulls, when acquired, may be worked into Daemon Lairs.
Furnace Beasts - Furnace beasts are creatures of twisted metal; the remains of slain Juggers and battle debris pulled together and reanimated by the hatred and bloodshed abound throughout the Realm of Khorne. They affect no one shape, but tend to have a discernable mouth, body, and be-weaponed limbs. Some are covered in a layer of stolen flesh and sinew, while others are purely daemonic-alloy.
Gorger - Another massive creature, Gorgers are heavy-jawed knuckle-walking daemon-animals important to Khornate culture. A beast of sinew, multiple mouths, and endless hunger, they are common targets for enterprising Bloodthirsters. When Slain, the skull of a Gorger is made into or worked into the lair of a Deathbringer and it's host. The larger the Gorger, the more prestige the Deathbringer has.
Bonestealer - One of the more unwelcome daemon-beasts in Khorne's realm, Bonestealers are bipedal, therapsid looking creatures with spinal crests. One of their hands ends in a long scything bone and the other in obsidian claws. As their name implies, they steal and horde skulls and bones from battlefields-- Blood Hosts often busy themselves with finding, slaying, and retrieving these stashes so that they may be added to Khorne's throne.
Skull-Lairds - Skull-Laird are a variant of the Bonestealer, the result of several lairing together and one gaining primacy over the other. This larger beast is called a Skull-Laird and is a fair challenge to a Daemon Prince. These creatures never stop growing, commanding a nest of Bonestealers, and every so often grow to massive proportions. Such beasts are Greater Skull-Lairds and the most infamous of them is Vah'lruhk, the Skulls Thief, who has many Daemon Prince, Herald, and even Greater Daemon skulls in its horde.
Butcherboar - The Butcher Boar is a disturbing creature which broadly resembles a wild hog, but there is a vaguely humanoid quality about the animal as well. They are hooved nightmares with a bladed mess of tusks and overlong claws on their front limbs. Like the Gorger, they walk on their knuckles. Butcherboars are often hunted by Flesh Hounds and vice versa.
Kharndrill - The Kharndrills live in the dense jungle-wood near the Tree of Damned Shades, in the Forest of Damned Shades. They are dog-ape creatures with long fangs and dominant among them have large horns and brightly colored faces of red and orange. Kharndrills eat bloodfruit, but will snatch up and eat daemons who venture through their forest. They can overpower a Bloodletter and will snatch Chaos Furies from the sky if they catch them. When the forest is barren of fruit, they raid the gardens of Daemons who tend Khorne's meadows.
Bloodsteed - Bloodsteeds are equine-like creatures kept by daemons and used for work and war. On occasion, they are granted to mortals as godly gifts. Bloodsteeds have black or deep-crimson fur, fiery eyes, and flaming hooves. Their temperament is more fit for work, but they are warbeasts just as any creature of Khorne. Wild herds of them run above Khorne's lands, eating the coarse vegetation or flesh when they cannot find it.
Brand Ant - Brand Ants are so named for their superheated mandibles, which leave last marks in flesh when they bite a victim. They are hyperaggressive eusocial insects that create large mounds from the red earth of the realm. Brand Ants war amongst themselves, attacking rival mounds. They are fearless and will not even hesitate to swarm a Bloodthirster should it step on their home. Though typically not dangerous in small numbers, Brand Ant venom has an agonizing sting-- this species has found purchase in some Slaaneshi and Nurglite circles for that reason.
Wrothsire - A Wrothsire is among the largest of beasts found in Khorne's realm. They thick, leathery skin that can turn aside blade and spear and a 'Y' shaped horn on the end of a beaked nose. The slumber beneath the earth, and may awaken during a particular vehement rage by Khorne. Wrothsires bring fell storms and burning rain when they rip their way from the ground, able to toss about bloodhost as a child might several small toys. The biggest Wrothsires require a coordinated effort from several daemonic armies to fell and by the time the beast is killed, the death-toll is high. The Daemon who struck the killing blow is accorded the skull of the creature and the most sought after Skull-Fortresses are made from the heads of these beasts.
by Konstantin Void
Hello! I have an interesting villain idea, but I'm struggling with how to integrate them as a recurring character. They are a Changeling Swarmkeeper who made a deal with a devil in their youth, and have regretted it ever since. They now carry out their patron's will with ruthless, but dispassionate efficiency - even seeming reluctant at times. The players can attempt to kill this slippery foe who so easily vanishes in a crowd, but they could also try to help find a way to break their contract...
“Grisly deaths are to be expected when mages are involved, but all the same I can’t help but pity the old geezer. All the power of the cosmos at his hands, names of gods upon his lips: and some freak decides the best way to off him would be “Eaten from the Inside out” “
-Darvu Karn, lead investigator for the magocratic tribunal, persuing the death of Igirius the imaginator, a murdered archmage.
Adventure Hooks
A serial killer is on the loose, one who favors flesh eating insects as a murder weapon and always seems to target powerful scholars or arcanists. Years will pass between the killings, but invariably a body or three will be found devoured by innumerable tiny mouths, the premises stripped clean of evidence as well as any scrap of paper. After one of her colleagues is found in such a state, the party is hired by archmage Orisa hearthweaver to find the assailant and ensure she’s not the next one to feed the swarm.
Whether recovering antiques from a dungeon or heisting them from the manor houses of the well to do, the party comes across an ornate lockbox sealed with arcane means that seems almost unnaturally enticing. The box contains no treasure, merely a desiccated hand, crudely severed, home to a number of small unidentifiable insects. If any magic is used near the open box ( including in the opening of it) the beetlelike things begin to multiply at an alarming rate, seeking to devour the caster in question. The only other thing contained by this deadly trap is a symbol: a diamond like shape composed of crude, inward spiraling scratch marks, seemingly etched into the interior box by the hand itself.
A friend of the party’s caster and former fellow apprentice writes to them with some concerns: after acquiring an innocuous book they seem to be followed everywhere by a hooded figure that seems nothing to do but stare, twitch, and scratch. Driven by anxiety, they’ve decided to flee their home and attempt to evade this stalker, and hopes the hero may be able to lend any sort of aid they can. When the party finally catches up to them, the friend is on the verge of being attacked by a figure who’s wounds drip black ichor and skin crawls with innumerable vermin. The assailant flees, but will most assuredly will be back unless the party does something.
Setup: Less an actual assassin than the implement of a sinister, alien intelligence, the man who sometimes knows himself as Yves is perhaps one of the most dangerous and selective killers at large today. Working his day to day life as a simple criminal and hired blade, Yves is every so often overwhelmed by a sickness he calls “The Itch”, a demonic compulsion that turns his blood into viscous poison and grants him supernatural insights and abilities that make him into a perfect living weapon for the killing of mages.
Yves has no control over when The Itch strikes, or who it targets, for those are chosen by his patron: the devil-swarm Zicivaic. This devil is at once a vast horde of bettlelike creatures sharing a vauge intelligence, the vast floating hive-islands they occupy in their particular hell dimension, and the mummified body of the original Zicivaic entombed at the center of the largest and oldest hive.
The devil-swarm has only three wants: isolation, propagation, and knowledge. All of these are fed by targeting mages, whether they be ones who learn a means of contacting or summoning Zicivaic, or merely those who accumulate a sizeable enough library to make a meal for the lore-eating legion. When such a target is found, Zicivaic sends Yves ( or another of those it has inflicted with its curse) to slay the mage and feed their arcane libraries to the swarm, the innumerable tomes pulped down to make more hive, the magic contained within spreading throughout the swarm.
Background: Yves first came into contact with the devil-swarm when he was a boy, apprenticed to a two-bit sorcerer who’s only real talent was passing off the scraps and scribblings of more obscure mages as her own. One day his tutor bought a book of Arcanum from a group of traveling adventurers, who had liberated it from the lair of a nameless cult they’d recently slaughtered. The youth was inflicted by Zicivaic’s curse in a botched summoning ritual, one that saw his tutor devoured and Yves left a confused and traumatized wreck.
Since then the envenomed assassin has made his way in the world, forced to adapt to his frequent “illnesses” that come over him like a debilitating fever and leave him with only hazy recollections of the time or deeds he performs while under its sway.
Far away in some rank and buzzing hell, the original Zicivaic exists in a similar wretched state, body all but wasted away as it forms the core of an archipeligo of fear and disgust and hunger. Zicivaic was once a scholar among devil kind, one summoned by petitioners for polite discourses on the nature of philosophy and the arts. His pretentions and genteel nature angered a rival fiend, who conspired to slip a cursed tome into their possession, one that would burden the scholar with a literal hunger for knowledge. Compelled, Zicivaic ate the tome, then their apprentices, then their library, then sent shards of their being out to seek more. Reduced to little more than hunger and the need to know more, the newly formed devil-swarm now operates primarily on instinct, displaying flashes of infernal cunning as the ghost of the original Zicivaic’s original personality stirs from its devouring torpor.
For the asker: Hey friend, sorry about the delay, the holidays have been wild and my inbox has suffered for it.
One of my key pieces of advice when designing content is to make sure that you don’t mix too many different “influences” into a project, as keeping things trim will ensure you can fit a story element into different setups until you find something that really works.
In this instance you’ve got:
A Changeling: faceswapping doppleganger heritage, mistaken identities, identity crisis
Swarm Imagery: notes of pestilence or famine, mindless consumption, disgust,
Bargins with devils: damnation, souls, elements of contracts and all that religiously fun stuff.
I hope you don’t mind, but I decided to focus in on the devil-swarm aspects, as I think it makes for a unique antagonistic force compared to your usual, silvertongued, pitchfork and hellfire type devil. Likewise, I think Yves will be an interesting mystery to pick apart as his killings, as his motivations are more “occult” than “homicidal”, forcing a party to look further in their investigation than your usual conspiracies or crimes of passion.
Art Source 1
Art Source 2
by the way i fell in love with the little map marker drawings when I saw them at their biggest size because look at them they're adorable, and I don't think I've ever seen anyone share them before so here they all are in their original size. The first two images are from the base game, the last one from SotE.
MTG Tutorials #34: The Legend Rule and the Planeswalker Uniqueness Rule